Gwaeron Windstrom

The Tracker Who Never Goes Astray

God of tracking, rangers of the north

CR 31DemigodNeutral goodTrackingRangers of the North

The Avatar of Gwaeron Windstrom

Medium humanoid (avatar), neutral good

Armor Class
25 (divine armor)
Hit Points
640 (40d12 + 380)
Speed
60 ft., climb 60 ft.
STRDEXCONINTWISCHA
30 (+10)24 (+7)29 (+9)26 (+8)28 (+9)30 (+10)
Saving Throws
Str +19, Dex +16, Con +18, Int +17, Wis +18, Cha +19
Skills
Insight +19, Perception +19, Survival +19
Damage Resistances
cold; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities
radiant, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 28
Languages
all, telepathy 120 ft.
Challenge
31 (155,000 XP)
Proficiency Bonus
+9

Traits

Innate Spellcasting. Gwaeron Windstrom’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He requires no components.
  • At will: locate creature, pass without trace, true seeing, wind walk
  • 3/day each: foresight, freedom of movement, plane shift, regenerate
  • 1/day each: mass heal, time stop, wish
Legendary Resistance (3/Day). If Gwaeron Windstrom fails a saving throw, he can choose to succeed instead.
Magic Resistance. Gwaeron Windstrom has advantage on saving throws against spells and other magical effects.
Unbroken Trail (Mythic Trait; 1/Day). When Gwaeron is first reduced to 320 hit points or fewer, he regains 160 hit points and marks every hostile creature for 1 minute. Marked creatures cannot hide from him, and he can teleport to an unoccupied space adjacent to one before each attack.

Actions

Multiattack. Gwaeron Windstrom makes three Flameheart attacks. He can replace one attack with Find the Weak Trail (Recharge 5–6).
Flameheart. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 27 (6d8) radiant damage. The target is marked until the end of Gwaeron’s next turn and gains no benefit from invisibility against him.
Find the Weak Trail (Recharge 5–6). Gwaeron traces a 120-foot-long, 10-foot-wide path. Creatures in it make a DC 27 Dexterity saving throw, taking 55 (10d10) force damage and falling prone on a failure, or taking half as much on a success.

Reactions

Read the Step. When a creature Gwaeron can see moves, he moves up to the same distance without provoking opportunity attacks.

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.

Close the Distance. Gwaeron moves up to his speed toward a marked creature and makes one Flameheart attack.
Hunter’s Warning (Costs 2 Actions). Up to three allies within 60 feet can move up to half their speeds without provoking opportunity attacks.
No Way Out (Costs 2 Actions). One marked creature within 120 feet makes a DC 27 Wisdom saving throw or becomes frightened and has speed 0 until the end of its 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.

Reveal Every Track. Invisible and hidden creatures in the lair are outlined until initiative count 20 next round.
False Trail. One creature within 120 feet makes a DC 27 Intelligence saving throw or uses its reaction to move up to its speed in a direction Gwaeron chooses.
Northern Cover. Trees, stone, or snow rise into three 15-foot-long barriers that provide three-quarters cover until next round.

Mythic Actions

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

Relentless Pursuit. Gwaeron teleports adjacent to a marked creature and makes one Flameheart attack.
Read the Battlefield (Costs 2 Actions). Until the end of his next turn, Gwaeron has advantage on attacks and saving throws and cannot be surprised.
Trail’s End (Costs 3 Actions). Each marked creature takes 45 (10d8) radiant damage and must succeed on a DC 27 Constitution saving throw or be paralyzed until the end of its next turn.

Introduction

Gwaeron Windstrom, The Tracker Who Never Goes Astray, governs tracking, rangers of the north. A mortal ranger raised to divinity, he guides northern trackers, tests aspiring rangers, and serves Mielikki beside Lurue and Shiallia.

Rangers, scouts, trappers, and communities threatened by monsters leave signs for him. His faithful protect trails, teach woodcraft, and hunt creatures that prey beyond the needs of survival.

The god sends an avatar when a quarry thought impossible to find threatens the North, when a ranger loses the moral purpose of a hunt, or when an ancient trail must be followed across worlds. This is a killable vessel of divine will, not the god’s complete being, and its defeat changes the crisis without ending the faith behind it.

Physical Appearance

Gwaeron appears as a weathered northern ranger with a close beard, wind-cut features, and practical brown-and-green leathers. He carries Flameheart, a broad greatsword whose red core is enclosed within the steel.

His white-star badge and brown pawprint are stitched directly to his cloak. He never seems hurried, but snow, mud, and loose stone fail to alter his stride.

Roleplaying the Avatar

Gwaeron speaks sparingly and notices everything. He asks what signs support a claim, distinguishes hunting from killing, and values a safe return as much as a successful pursuit.

  • Study footprints while others introduce themselves.
  • Answer guesses with “Show me the sign.”
  • Name wind direction and elapsed time precisely.
  • Never boast about a kill.
  • Leave an obvious escape route when testing someone’s judgment.

Use in a Campaign

The Trackless Killer

Something murders travelers without leaving physical traces. Gwaeron teaches the party to follow changes in animal behavior instead.

Trial of the North

The avatar tests a ranger candidate by making the party the quarry in a hunt where killing fails the trial.

Flameheart’s Trail

The greatsword points toward a missing godly servant, but every shortcut crosses a community that needs aid.

The Wrong Monster

Settlers blame a troll clan for disappearances. Gwaeron’s evidence points to a respected human hunter.

Lairs

Gwaeron’s lairs expose movement and intent. Tracks cannot be erased, false trails double back on their makers, and the safest path is visible only to travelers who protect those behind them.

The White-Star Cairn

Each stone records one traveler’s route; moving a stone reroutes the matching person.

Trollwatch Lodge

Old trophies awaken whenever a hunter lies about a kill.

The Northbound Trail

The path advances only while the group correctly names what passed before them.

Windstrom’s Blind

From a hidden platform, observers can see every creature that is hunting them but not their own quarry.

Shared References

Open a reference for its canonical description and related entries.

Gwaeron Windstrom as a weathered northern ranger in fitted brown-and-green leathers, gripping the greatsword Flameheart with both hands.