Eldath

The Quiet One

Goddess of quiet places, springs, pools, peace, and waterfalls

CR 30Lesser deityNeutral goodQuiet placesSpringsPoolsPeaceWaterfalls

The Avatar of Eldath

Medium humanoid (avatar), neutral good

Armor Class
24 (protective aura)
Hit Points
540 (40d12 + 280)
Speed
30 ft., swim 60 ft.
STRDEXCONINTWISCHA
18 (+4)20 (+5)24 (+7)22 (+6)30 (+10)26 (+8)
Saving Throws
Con +16, Wis +19, Cha +17
Skills
Insight +19, Nature +15, Perception +19, Persuasion +17
Damage Resistances
cold, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 29
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Aura of Serenity. A hostile creature that starts its turn within 60 feet must succeed on a DC 27 Wisdom saving throw or be pacified until the end of that turn. A pacified creature cannot take the Attack action, cast a spell that deals damage, or willingly move closer to a creature it regards as an enemy.
Pacifying Presence. Hostile creatures within 60 feet deal half damage to creatures other than the avatar.
Innate Spellcasting. Eldath’s spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). She requires no components.
  • At will: calm emotions, create or destroy water, sanctuary
  • 3/day each: control water, heal, wall of thorns
  • 1/day each: mass heal, maze, true resurrection, tsunami
Legendary Resistance (3/Day). If the avatar fails a saving throw, she can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Still Waters Rise (Mythic Trait; 1/Day). When the avatar is reduced to 0 hit points, she dissolves into the waters of her lair instead of dying. All conditions affecting her end, she regains 270 hit points, and water fills a 60-foot radius around her to a depth of 3 feet. Hostile creatures treat this area as difficult terrain, while allies gain a swim speed equal to their walking speed and regain 20 hit points at the start of their turns.

Actions

Multiattack. The avatar makes two Water Whip attacks, or she casts a spell and makes one Water Whip attack.
Water Whip. Melee Spell Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage plus 14 (4d6) cold damage. The target must succeed on a DC 27 Strength saving throw or be restrained until the end of its next turn.
Summon Grove (Recharge 5–6). A sacred grove fills a 60-foot radius centered on the avatar for 1 minute. The area is heavily obscured beyond 20 feet and difficult terrain for hostile creatures. Allies have half cover. Three awakened trees and three dryads appear in unoccupied spaces, act immediately after the avatar, and vanish when the grove ends.
River’s Blessing (1/Day). The avatar summons an elder water elemental in an unoccupied space within 60 feet. It acts immediately after her, obeys her commands, and vanishes after 1 hour.

Reactions

Healing Touch. When a creature within 30 feet drops to 0 hit points, the avatar causes it to drop to 1 hit point instead and regain 30 hit points.
Nature’s Shield. When a creature within 30 feet is hit by an attack, the avatar grants it resistance to all damage from the triggering attack.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Soothing Wave. Each hostile creature of the avatar’s choice within 30 feet must succeed on a DC 27 Wisdom saving throw or be charmed until the end of its next turn.
Verdant Grasp (Costs 2 Actions). Roots fill a 40-foot-radius area within 60 feet. Hostile creatures there must succeed on a DC 27 Strength saving throw or be restrained until the end of their next turn.
Blessing of Serenity (Costs 3 Actions). Allies within 60 feet regain 30 hit points and become immune to the charmed and frightened conditions until the start of the avatar’s next turn.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Spring of Renewal. A spring appears within 60 feet until initiative count 20 on the next round. Allies that start their turns within 30 feet of it regain 40 hit points.
Whispering Woods. Plants fill a 40-foot-radius area within 120 feet until initiative count 20 on the next round. The area is heavily obscured, and a hostile creature there must succeed on a DC 27 Wisdom saving throw or be charmed until the start of its next turn.
Tranquil Mist. Mist fills a 60-foot-radius area within 120 feet until initiative count 20 on the next round. A hostile creature there must succeed on a DC 27 Charisma saving throw or be unable to take hostile actions until the end of its next turn.
Parting Waters. A wall of water up to 90 feet long, 20 feet high, and 5 feet thick appears within 120 feet until initiative count 20 on the next round. It grants total cover against attacks and effects that pass through it.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Lay Down Arms. Each hostile creature within 60 feet must succeed on a DC 27 Wisdom saving throw or drop what it is holding and become incapacitated until the end of its next turn.
Mercy Without Limit. Up to six creatures within 120 feet regain 50 hit points and end one condition affecting them.
The River Bears You Away (Costs 2 Actions). Water carries up to four hostile creatures within 120 feet to unoccupied spaces the avatar can see within 120 feet. A creature that succeeds on a DC 27 Strength saving throw moves only 30 feet.

Introduction

Eldath, the Green Goddess, Quiet One, and Mother Guardian of Groves, embodies peace, stillness, waterfalls, springs, and sacred natural places. Her presence settles troubled minds and turns running water into a boundary against violence.

Her followers, the Eldathyn, are healers, mediators, and keepers of forest pools. They tend streams and trees as acts of worship and kill only in dire need. Many work beside followers of Silvanus and Mielikki to protect groves without turning sanctuary into a fortress.

Eldath manifests when a sacred spring faces desecration, combat reaches a refuge, or people who still have another choice are about to slaughter one another. She does not seek victory. She makes continued violence difficult, exhausting, and morally unmistakable.

Physical Appearance

The avatar appears as a dark-haired adult woman in layered green and pale robes. Leaves rest in her hair, her eyes remain calm, and clear water moves around her forearms without wetting the cloth.

Her voice is no louder than a nearby brook. Weapons lower slightly in her presence, ripples spread across still water without a source, and shouted words lose their edge before reaching their target.

Roleplaying the Avatar

Eldath is quiet, reticent, and unyielding. She gives every creature room to stop, but she does not confuse peace with permission to harm the defenseless.

  • Use few words and allow silence to answer provocation.
  • Ask what outcome remains after the fighting ends.
  • Offer sanctuary to enemies who disarm themselves.
  • Use force only to separate, restrain, or exhaust combatants.
  • When a creature attacks the helpless, replace gentleness with a precise command to stop.

Use in a Campaign

Sanctuary Under Siege

Refugees and pursued soldiers reach an Eldathyn grove at the same time, and the avatar forbids either side from settling the war inside it.

The Unbroken Truce

Eldath asks the party to carry terms between enemies while her presence holds a battlefield in supernatural stillness.

Poisoned Spring

A city survives by drawing water from a sacred source that its industry is slowly destroying.

Trial of Restraint

The avatar bars the route to a necessary relic until the party subdues its violent guardians without killing them.

Lairs

Eldath’s lairs slow hostile movement, dampen damaging magic, and give every creature a safe place to surrender. Water and vegetation divide combatants without trapping them in lethal terrain.

The Stillwater Grove

A forest pool reflects hostile intent before a creature acts, allowing defenders to interpose or withdraw.

The Veiled Falls

Curtains of falling water block sight and sound while hidden ledges provide neutral ground for negotiation.

House of Quiet Hands

A refuge built over warm springs contains no weapons and treats any drawn blade as an intruder.

The River Fastness

Braided channels alter their course to separate armies, open escape routes, and carry the wounded away.

Shared References

Open a reference for its canonical description and related entries.

Eldath as a dark-haired woman in flowing green robes guiding ribbons of clear water with her hands.