Valinor, The Great Wolf Spirit

Valinor is an ancient spirit of the Feywild, resembling a great wolf. He protects a portal between the Feywild and the Material Plane. During his long guard however he has suffered greatly. The Feywild has become corrupted and with it, its portal's guardian. The noble wolf spirit is now tormented by great open wounds and gashes all over its body. While in the Feywild, the corruption takes even more hold. Shadowy mouthed tentacles have sprouted on its back and the open wounds have become jaws with jagged teeth.

While in his lair Valinor used to be able to shift freely into or out of the Feywild, but now he is in such agony that he has lost control over his own abilities, flickering from one plane into the other in endless succession.

Guardian of the High Keep

The High King of yore ruled proudly over these lands for a hundred years. When he came to rule, his kingdom was prosperous and everyone paid homage to him. During his rule his kingdom and this very keep came under attack many times, but it never fell. The fortress had walls as high as the mountains surrounding it, a gate that could resist a dragon's onslaught for days, and a treacherous cliff face looming all around it.

The only time the keep was in real jeopardy was when Ludovic the Merciless, Conqueror of the High North, through sly cunning and bribery, had discovered a secret tunnel by the side of the cliff face leading into the fort and had opened the gates from within. But in this most dire moment, when all hope had seemed lost, Valinor came to the keep's defense. A howl so loud that it shook the keep and the ground around it bellowed through the valley. In complete despair, the attackers ran off and were never seen again. It is said that the wolf lived under the keep for the remainder of the king's days. As the house's protector, the wolf became the symbol of the High King.

Very little other stories speak of this beast. Only in a few myths or legends a great wolf, the size of a dragon, is mentioned. It would lead lost travellers through the forest, take them on its back and return them to safe paths. But all such tales of glory, valor, or simple kindness have since been forgotten by the people who live in these lands. For years to see a wolf spirit has meant despair. It roams the valley for prey and leaves only corpses to tell the tale.

Valinor's Lair

Valinor’s lair is based around a portal between the Material Plane and the Feywild. As of late the site has become corrupted and with it, the spirit.

The portal is a pool of ever still water in the lair. PCs can use the portal to enter the Feywild by going into the water. Due to the corruption of the lair any being not home to the Feywild has to make a DC 22 Wis saving throw at the start of its turn while in the Feywild. On a failed save they take 1d8 necrotic damage or half that amount on a successful one. While in the lair Valinor is visible if he is in the Feywild and the PCs are not, because they are so close to a portal. Likewise, if a PC is in the Feywild, he can see the other PCs in the Material Plane, and vice versa. A creature on a different plane appears as a spectral form of itself. Creatures can't interact with other creatures while on a different plane. Valinor, as a guardian of a Feywild portal, breaks this rule.

While in his lair, Valinor phaseshifts at the start of each of his turns into or out of the Feywild. While in a different realm, he is still faintly visible to the PCs, but cannot be harmed or dealt with in any way. For every turn Valinor is not damaged while in the Feywild he heals 2d12 damage. While on his home plane, the Feywild, Valinor takes double damage by any creature also currently on that plane.

Lair actions

On initiative count 20 (losing initiative ties), Valinor takes a lair action to cause one of the following effects; Valinor can’t use the same effect twice in a row:

Once a day, Valinor can release an unearthly roar while in his lair and shift everything in it to a different plane. All creatures, except Valinor, that are in the Material Plane shift to the Feywild, and vice versa.

From the ground spawns a patch of vines that latches on to a creature. the creature has to make a DC 15 Strength saving throw to wring itself free. On each consecutive round a creature is grappled, it is dragged 10 ft closer to the portal and eventually in it.

With an earth-shattering roar, the cavern begins to tremble and part of the ceiling comes down. A 20 ft radius area, centered on a creature is rained with stones. Each creature in the area must make a DC 18 Dex saving throw and taking 13 (2d12) bludgeoning damage on a failed save, or half that amount on a successful one.

Regional Effects