Medium undead, chaotic good
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
Saving Throws Con +10, Int +10, Wis +12
Skills History +10, Nature +17, Insight +12, Perception +12
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Common, Druidic, plus up to 4 other languages
Challenge 21 (33,000 XP)
Legendary Resistance (3/Day). If the gnarl fails a saving throw, it can choose to succeed instead.
Rejuvenation. As long as the environment that the gnarl calls home is intact, a destroyed gnarl gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears anywhere within the environment.
Wild Shape (2/Day). As an action, the gnarl can magically assume the shape of a beast that it has seen before. The gnarl can become any such beast of CR 7 or lower. Refer to the Wild Shape feature of a druid for the additional rules for Wild Shape. The gnarl can perform the somatic and verbal components of a druid spell while in a beast shape, but it isn't able to provide material components.
Awakening Touch. The gnarl can cast awaken at will without providing material components.
Spellcasting. The gnarl is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attack). The gnarl has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, produce flame
1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave
2nd level (3 slots): hold person, heat metal, locate animals or plants, moonbeam
3rd level (3 slots): call lightning, conjure animals, dispel magic plant growth
4th level (3 slots): blight, polymorph
5th level (3 slots): commune with nature, contagion
6th level (1 slot): heal, sunbeam
7th level (1 slot): fire storm, plane shift
8th level (1 slot): control weather, sunburst
9th level (1 slots): true resurrection
Turn Resistance. The gnarl has advantage on saving throws against any effect that turns undead.
Curative Touch. reach 5 ft., one creature. As an action, the gnarl can touch a creature. That creature gains 10 (3d6) hit points. In addition, the touched creature has one condition removed from it as if the gnarl had cast lesser restoration
The gnarl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnarl regains spent legendary actions at the start of its turn.
Cantrip. The gnarl casts a cantrip.
Curative Touch (Costs 2 Actions). The gnarl uses its Curative Touch.
Plantport (Costs 2 Actions). The gnarl teleports up to 120 feet. The gnarl can only use this action if it is within its chosen environment.
Restore Energy (Costs 3 Actions). Each creature of the gnarls choice within 20 feet of the gnarl gains 21 (6d6) hit points. In addition, each creature effected by this action is treated to have had greater restoration cast on them.
Source of Immortality.
Death and Restoration.
Undead Nature. A gnarl doesn't require air, food, drink, or sleep.
A Gnarl's Lair
A gnarl chooses an environment that it had dedicated itself to. Alternatively, some gnarls create their own environments and perform the ritual there populating their environment with whatever they choose.
Everything about a gnarl's lair reflects appreciation for nature, including the magic and mundane traps that secure it. Undead, plants, and bound beasts travel the grounds, emerging to destroy those who dare to disturb the gnarl's creation.
A gnarl encountered in its lair has a challenge rating of 22 (41,000 XP).
On initiative count 20 (losing initiative ties), the gnarl can take a lair action to cause one of the following magical effects; the gnarl can't use the same effect two rounds in a row:
- The gnarl rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The gnarl targets one creature it can see within 30 feet of it. A glowing cord of energy tethers the gnarl to the target. Whenever the gnarl regains hit points, the target must make a DC 18 Constitution saving throw. On a failed save, the target takes half of the hit points regained by the gnarl as necrotic damage. This tether lasts until initiative count 20 on the next round or until the gnarl or the target is no longer in the gnarl's lair.
- The gnarl calls forth the spirits of beasts that died in its lair. These apparitions materialize and attack one creature that the gnarl can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.