Silvanus

The Oak Father

God of wild nature and druids

CR 30Greater deityNeutralWild natureDruids

The Avatar of Silvanus

Large celestial (avatar), neutral

Armor Class
26 (natural armor)
Hit Points
620 (40d12 + 360)
Speed
70 ft.
STRDEXCONINTWISCHA
30 (+10)24 (+7)30 (+10)24 (+7)38 (+14)29 (+9)
Saving Throws
Str +19, Con +19, Wis +23, Cha +18
Skills
Athletics +19, Insight +23, Nature +25, Perception +23, Survival +25
Damage Resistances
cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
acid, necrotic, poison, psychic, radiant
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses
truesight 120 ft., passive Perception 33
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Legendary Resistance (3/Day). If Silvanus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Silvanus has advantage on saving throws against spells and other magical effects.
Oakheart Sovereignty. Silvanus is immune to critical hits and to any effect that would alter his form. He ignores difficult terrain created by earth, plants, or water.
Master of the Wilds. A Beast or Plant that starts its turn within 120 feet must succeed on a DC 31 Wisdom saving throw or be charmed for 24 hours. While charmed, it obeys Silvanus’s commands. A creature that succeeds is immune to this trait for 24 hours.
Innate Spellcasting. Silvanus’s spellcasting ability is Wisdom (spell save DC 31, +23 to hit with spell attacks). He requires no components.
  • At will: animal shapes, control water, plant growth, wall of thorns
  • 3/day each: control weather, earthquake, regenerate
  • 1/day each: storm of vengeance, true resurrection
The Balance Turns (Mythic Trait; 1/Day). When Silvanus is reduced to 0 hit points, he becomes an ancient oak until the end of the current turn. He then returns to his normal form, regains 310 hit points, ends all conditions affecting him, and can use his mythic actions for 1 hour.

Actions

Multiattack. Silvanus makes three Great Mallet attacks.
Great Mallet of Silvanus. Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 18 (4d8) force damage and 13 (3d8) acid, cold, fire, or lightning damage. The attack deals double damage to structures and constructs made from worked materials.
Verdant Burst (Recharge 5–6). Roots fill a 60-foot radius centered on a point within 120 feet. Creatures of Silvanus’s choice there must succeed on a DC 31 Strength saving throw or take 44 (8d10) piercing damage and be restrained. A restrained creature repeats the save at the end of each of its turns, ending the effect on a success.
Nature Elemental Manifestation (1/Day). Silvanus summons six earth elementals or three treants in unoccupied spaces within 120 feet. They act immediately after him, obey his commands, and remain for 1 hour or until dismissed.

Reactions

Nature’s Ward. When Silvanus or an ally within 60 feet is hit by an attack, Silvanus grants the target a +5 bonus to AC against that 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.

Stride. Silvanus moves up to his speed without provoking opportunity attacks.
Hammer Strike (Costs 2 Actions). Silvanus makes one Great Mallet attack.
Thorncall (Costs 3 Actions). A wall of thorns up to 60 feet long, 20 feet high, and 5 feet thick appears within 120 feet until the end of Silvanus’s next turn. A creature that enters the wall or ends its turn there must succeed on a DC 31 Dexterity saving throw or take 33 (6d10) piercing damage and be restrained 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.

The Forest Walks. Each creature of Silvanus’s choice must succeed on a DC 31 Dexterity saving throw or be knocked prone and pulled up to 20 feet toward a tree or Large plant.
Breeze of Renewal. Silvanus and his allies regain 40 hit points and end the blinded, deafened, and poisoned conditions.
Atmospheric Shift. Silvanus chooses cold, fire, or lightning. Until initiative count 20 on the next round, a creature of his choice that starts its turn in the lair takes 21 (6d6) damage of that type.
Change the Course. A stream, earthen bank, or stand of trees moves up to 60 feet, creating or removing up to three 20-foot cubes of difficult terrain and half cover.

Mythic Actions

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

Cycle of the Sacred Balance. Each creature within 60 feet makes a DC 31 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) cold damage on a failure, or half as much on a success. The area becomes difficult terrain for 1 minute.
Thorncall Harvest (Costs 2 Actions). Creatures of Silvanus’s choice within 120 feet must succeed on a DC 31 Strength saving throw or take 44 (8d10) piercing damage and be restrained. A restrained creature takes 22 (4d10) piercing damage at the start of its turn and repeats the save at the end of that turn.
The Forest’s Reckoning (Costs 3 Actions). Silvanus strikes the ground. Each creature in a 90-foot cone must succeed on a DC 31 Constitution saving throw or take 82 (15d10) bludgeoning damage, be pushed 50 feet, and fall prone. On a success, it takes half damage and is not moved.

Introduction

Silvanus, the Oak Father, Forest Father, and Treefather, governs wild nature and druids. He embodies the whole cycle of growth, predation, death, and renewal rather than any single creature or season.

His doctrine places the Balance above individual comfort. Drought, flood, fire, and winter all have a place in the cycle. Civilization becomes his enemy when it takes from the wilderness without allowing recovery.

Silvanus works through druids and allied powers such as Eldath and Mielikki. His avatar appears when a primeval territory faces permanent destruction or when one force has distorted the natural order beyond its ability to mend.

Physical Appearance

The Young Strider appears as a long-limbed man in fitted armor made from overlapping oak-leaf scales. His brown-gray skin bears fine fissures like weathered wood, and he carries the Great Mallet of Silvanus.

The Old Father manifests as a vast bearded face in the trunk of an ancient tree. In either form, his eyes remain fixed and patient, as though measuring consequences that will not be visible for generations.

In older manifestations, a giant wolfhound walks at his side. The hound is not a pet; it is an extension of the forest’s warning, tracking creatures that destroy for sport and standing between the avatar and harm.

Roleplaying the Avatar

Silvanus is stern, paternal, patient, and emotionally remote. He judges an act by what it does to the whole landscape over time.

  • Pause before answering, even when the danger is immediate.
  • Describe consequences in seasons, migrations, and generations.
  • Touch living wood or bare earth while listening.
  • Show no tolerance for careless fire or destruction done for sport.
  • Demand restitution that restores habitat rather than money or apology.

Use in a Campaign

The Forest Draws a Line

The avatar stops a frontier road at the edge of an old forest and demands that the settlers abandon it or prove the route can exist without breaking the watershed.

Predator Without Limit

A beast of Malar has begun killing beyond hunger. Silvanus sends the party to destroy it without emptying the forest of ordinary predators.

Fire in the High Forest

A cult of Talos plans a burn large enough to reshape the region. Silvanus will flood nearby settlements unless the party contains it.

The Price of the Cure

A rare tree can end a city’s plague, but harvesting it will erase the only nesting ground of an ancient species.

Lairs

Silvanus claims wilderness that still follows its own laws. His lairs move roots, water, weather, and animals as one system, closing routes that cause damage and opening paths that relieve pressure elsewhere.

The Grandfather Tree

A colossal High Forest oak stands behind wards that prevent scrying and teleportation.

Oakfather’s Glen

A petrified oak in Brost opens into a stone safehold for Silvanus’s faithful.

Cedarsproke

A druid enclave in the Gulthmere Forest measures every use of wood, water, and game against the forest’s recovery.

The Oak House

A Moonwood lodge built from naturally fallen trunks serves as neutral ground between druids and loggers.

The House of Nature

Silvanus’s divine realm preserves wilderness at every stage of growth, disturbance, and return.

Shared References

Open a reference for its canonical description and related entries.

Silvanus as a tall, weathered man in oak-leaf scale armor holding a huge stone-headed maul.