Gôl

Nature, trees, vegetation, natural beauty, lakes, plants, critters, agriculture, harvest
Roaming every natural and untamed space on the face of the earth are the Oerlikon, an order of anthropomorphic, sword-wielding birds commanded by the forest deity and cryptid Gôl. Comparable to samurai or knights, the Oerlikon are sworn to the immortal task of defending Kern and its’ natural beauty from its’ attackers. When the Oerlikon decide to strike, they rely on sheer brutality in low numbers, usually traveling in groups of no less than five. Their presence represents the final straw towards its’ offenders, and the straightforward, wonton destruction of their enemies ensures is their top priority. You don’t want no trouble with the trees.
An alternate version of Gôl first appeared in Campaign: 1971. Salamalin contacted him before the events of that campaign to hire him among several others to dispatch Illeth, a Nephilim lich. Shortly after the party killed him and Gôl consumed his soul, he and the Oerlikon performed a hostile takeover of the McDonald’s corporation and re-branded it into the eponymous Gôl’s.
Gôl
INT 18 (+4) WIS 26 (+8) CHA 30 (+10)
Powerful Build. Gôl counts as a size larger when making Strength checks to lift, pick up, move, carry, or throw objects.
Indomitable Might (3/day). Gôl can choose to use his Strength ability score as the total for any Strength check or saving throw.
Headhunter. Through magic of his own design, Gôl’s sword, the Windforce, grants him two unique properties:
- Each time Gôl decapitates a foe, the sword is granted a permanent +1 to hit and damage only when making melee attacks with the Windforce. Gôl also permanently gains +1 maximum hit points, and +2 walking speed. The DM may decide how many stacks Gôl starts with, if any.
- Upon beheading a foe, Gôl restores 75 hit points and can take another action.
Rebirth. Upon taking fatal damage, Gôl’s soul teleports home to the Far Country, where it remains for 1d10 days. After those days have passed, Gôl emerges from a tree with no possessions except a new sword, or the same sword he had previously if he died with it. Each time Gôl dies, he loses half of his stacks. If the tree is destroyed and Gôl dies, he will remain dead. As the god of the forests, he may also receive premonitions of danger, and unless incapacitated, cannot be surprised.
Primal Senses. Gôl can use an action to choose to see in infrared vision until he chooses to end the effect as a bonus action. If a creature has a heat signature, Gôl can see their outline through most materials.
Multiattack. Gôl makes three attacks with the Windforce, then honks.
Windforce. Melee Weapon Attack: +20 to hit, reach 10 ft., one creature. Hit: 4d12 slashing/piercing damage, and the target must succeed on a DC 23 Strength saving throw or be shoved back 30 feet by a gust of wind. On a 19 or 20 attack roll against a creature that has at least one head, Gôl cuts off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, or the DM decides that the creature is too big for its head to be cut off with the attack. Such a creature instead takes an additional 8d12 slashing damage.
Honk. Gôl unleashes an ear-piercing honk. Each creature of his choice within 60 feet of him must succeed on a DC 20 Wisdom saving throw or take 8d6 Thunder damage and become frightened for 1 minute, or half as much on a success and not becoming frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature cannot be afraid of Gôl for the next 24 hours.
Leap. Gôl uses an action to make a single jump in a straight line up to 200 feet in any direction and make a single attack with the Windforce at its’ destination.
Unstoppable Force (Recharge 1). If Gôl uses his entire walking speed leading up to an attack, any Large-sized or smaller creatures in a 15-foot radius of where he’s going have to beat a DC 18 Dexterity saving throw or take 25d6+16 bludgeoning damage and fall prone, or half as much on a success and not landing prone.Gôl 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. Gôl regains spent legendary actions at the start of his turn.
Leap. Gôl takes the Leap action.
Detect. Gôl makes a Wisdom (perception) check.
Primal Senses. Gôl toggles between regular and infrared vision.