Mountain Gods

The format for Forest Gods is pretty easily adapted for other sorts of Spirit Gods, so that's what I'm going to do for like, loads of landscapes, and there's nothing you can do to stop me!

Mountain Gods are tall and solitary things, they wander but slowly, achingly patrolling the chains of stone. Often, they can be found simply meditating in the thin light of the sun, wind whistling through its body. Their grey minds turn in long tectonic patterns, and when they do move at speed, the reasons are cold and alien, and unrelated to anything we can perceive. They see as continents see, as stones see, the long slow and predictable future they have no choice but to follow.

Aspect

This is the main aesthetic of the Mountain God, combine this with the Forms table to determine what it actually looks like. This is actually all one big d10 table; it is merely arranged into 3 subtables (well, 4 sort of), and the result tells you which sub-type your aspect is arranged into Rocken, Weather, or Animal. This affects how you roll on some further tables, and the types of powers and followers the Forest God can have.

Rocken Aspects
1 - Igneous
2 - Sedimentary
3 - Metamorphic
Weather Aspects
4 - Snow
5 - Wind
6 - Fog
Animal Aspects
7 - Roc
8 - Lion
9 - Goat
Volcanic Aspect
10 - Volcanic

Form

The shape of the Mountain God, made of its aspect. It is always larger than a man, towering over him at least twice as high.

1 - Man
2 - Serpents
3 - Lizard
4 - Cloud
5 - Eagle
6 - Lion
7 - Serpent
8 - Giant
9 - Yeti
10 - Wendigo

Features

Additional cosmetic features for your Forest God if you wish. Should probably only have one or two at most.

1 - Skeletal
2 - Crawling
3 - Sheds Snow
4 - Sheds Dust
5 - Sheds Rubble
6 - Covered in Lichens
7 - Howls like the Wind in Rage
8 - Light around it is thinner and crisper
9 - Air around it is thinner and crisper
10 - The God is always seated.

Sacred Space

Where the Mountain God truly dwells atop their high and lonely peaks, where their essence dwells in slumber, where supplicants offer their sacrifices and where the winds carry words of praise and anger. If Gods can only be killed on their home planes, this is where the Mountain God can be slain. Though of course, in their Sacred Space, their powers are at their fiercest, and the God's followers will always come running if violence is brought to the Sacred Space.

1 - The Very Peak of the Mountain
2 - A Deep and Jagged-Edged Crevasse
3 - A Shadowed Cleft between Twinned Rocks
4 - A Dark and Meandering Cave
5 - A Cold and Creeping Glacier
6 - A Circle of Lonely Standing Stones
7 - A Field of Platforms, Bodies left atop to be pecked at by crows
8 - A Boulder, Mightier than all its Bretheren
9 - Amidst many, many Piles of Stacked Stones
10 - A Wide and Windy Plateau

Volcanic Outlook

Volcano Gods are like their Volcanos, and this is how you determine their temperaments.

1 - Extinct and Sleeping, for as long as anyone can remember
2 - Extinct and Sleeping, since it erupted last
3 - Dormant, for many long years to come
4 - Dormant, for many long years to come
5 - Dormant, for now...
6 - Dormant, for now...
7 - Brewing, it will erupt one day
8 - Brewing, it will erupt soon
9 - Erupting, it has blasted much, and now it is settling
10 - Erupting, it has only just begun

Followers

Mountain Gods should always have at least two sets of followers, maybe as high as five. Destroyed sets of followers should be regained (and rerolled) at the next equinox or solstice. They are fiercely loyal to the Mountain God, and often times as intelligent as men if they would otherwise not be. If you don't recognise an entry, just take a peek below, there should be a little description there for you. Or make up your own. Doesn't bother me.

Rocken
1 - Stone Motelings (4d6)
2 - A Stone Oracle
3 - Fossil Demons (d3)
4 - A Stone Giant
5 - Stone Ghosts (d12)
6 - Stone Shepards (d4)
7 - A Flinty-Pede
8 - Oreads (2d6)
9 - Earth Elementals (d4)
10 - Deathless (d6, exploding)

Weather
1 - A Fog Serpent
2 - Breeze Motelings (4d6)
3 - A Cloud Giant
4 - A Storm Giant
5 - Blizzard Wraiths (d8)
6 - Air Elementals (d4)
7 - A Roc
8 - An Ice Giant
9 - A Glacial Worm
10 - Deathless (d6, exploding)

Animal
1 - Spirit Ravens (d4 swarms)
2 - A Roc
3 - Mountain Lions and a King of Lions (2d4)
4 - A family of Yeti and a King of Yeti (3d4)
5 - A Herd of Goats and a King of Goats (3d6)
6 - A Flock of Griffins and a King of Yeti (3d4)
7 - Mountain Pipers (2d12)
8 - A pack of Bears and a King of Bears (2d8)
9 - A pack of Coyotes and a King of Coyotes (3d8)
10 - Deathless (d6, exploding)

Volcano
1 - Flame Motelings (4d6)
2 - Lampads (2d6)
3 - A Fire Giant
4 - Flame Elementals (d4)
5 - Pyroclastic Wraiths (d8)
6 - Cinders Demons (d6)
7 - A Forest Ghost
8 - A Smoke Beast
9 - Hot Spring Guardians (d4)
10 - Deathless (d6, exploding)

Fossil Demons
Everyone knows that a dead body is the easiest to possess, and that the longer dead it has been, the stronger the connection when possession is done. Usually this is outweighed by the further fragility of the poor, brittle bones. Not so with Fossil Demons.
They are hard to find deep within the bossom of the earth, and harder to bring back to the surface, but if a spirit could effectively possess the bones of those ancient beasts now compressed into rock and stone then the resultant beast is terrible indeed, strength and weight of stone, and a terrifying connection between bone and spirit. Fossil Demons come in many shapes, sizes, and forms, but all are deadly.
Stone Ghosts
Even rocks will die on the geological scale of time, and their spirits must go somewhere. The long long years of battering by wind and rain will eventually reduce even the greatest stone to mere sand and dust, and it is these whirling clouds of melancholy and lost glory that Stone Ghosts form. If properly incited, they fight like a particularly angry and ferocious sandstorm, flensing and scouring flesh to the very bone. However, being the spirits of stones, it takes them an awful long time by human reckonings to actually reach this state of rage.
Stone Shepards
Usually invisible spirits, they are the guides of rocks and stones, following the long long plans of geological movement and destiny. Leaning heavily on their crooked staves, they keep watch over scree and rubble in particular, ensuring that whatever movement they make, they always end up in their proper place. Usually they are content to clean up after material beings, but if ever roused to wrath, their command of the stones will make them move in ways far faster and more surprising than would ever be expected. They have plenty of time to replace each stone later on.
Deathless
As the Faerie come from the Undying Lands, so do the Un-named come from the Deathless Lands [know better to some cultures as the Shadowfell]. Grim and gaunt are they; some flee the dreadful quiet of their home to find empty and temporary succor in the mortal worlds, spilling out into the similarly quiet and bleak places of the world. As such, some will congregate in the presence of Mountain Gods, to contemplate and meditate, and put off their return together.
Blizzard Wraiths
When men die in snowstorms, oftentimes their spirits will be lost too, and as spirits linger they build bonds to the place they remain, as the belief that this is where they evidently must be grows and germinates within. Blizzard Wraiths are they that become bound to the storms in which they died, white shades of blindness and weakness. They prey on the living, desperately craving the sight and strength they no longer have, accelerating the freezing process. Those slain in the presence of a Blizzard Wraith inevitably become further Blizzard Wraiths, corrupted by the presence of the first, until a mountain becomes a howling place of perpetual blizzard and lethargy, reality now being shaped in turn by the collective despair of the Wraiths.
Glacial Worms
These titanic beasts have all been dead for aeons longer than man has been alive, slain by the slow warming of the world from the earliest ice-ages. Despite this, some are still active in the modern day, having adopted a unique survival strategy; they freeze their bodies in the glaciers that still creep and crawl along the unfrozen world, prolonging in perpetuity the final death-spasms of their brains. For most, this would be little better than an eternal sleep before the end, for the magically gifted Worms, the casting of their minds out into the physical world is but child's play. Little can they achieve in the mundane world, but it is better than nothing.
Among mortals, there are precious few who understand the worm's true natures, most simply interpreting the actions of the Worm-Minds as the actions of the Spirits of the Place. Their actions are unfathomable to our warm-blooded ape-brains, and so often they and us come into conflict, an impossible and fruitless struggle that can only be ended by thawing the body of the Worm and destroying its frozen brain utterly. Of course, this rarely happens.
Spirit Ravens
Tiny little Spirits of Death and Ill Omen in the shape of birds, in their flocks (or murders) they magnify their powers and their intelligence. Thus, they gather in great numbers, developing a slow and steady gestalt hive-mind of a kind, with the largest and oldest murders more intelligent that the greatest minds, and more magically potent that any arch-mage. Such flocks are rare, thankfully, and few ever become smarter than your average man, but they should not be underestimated. They still control strange and weird magics, and are terribly cunning. Often, they can be found in the courts of the Mountain-Gods, and it is they that "dispose" of the bodies and corpses offered up to the mountain. Legends say they carry up the soul, piece-meal, up to the highest of heavens. They will not say either way if they actually do.
Mountain Pipers
They are the cause of the strange and unearthly music that is reported upon the loneliest peaks of mountains and is explained as the wind meandering at speed between rocks. They are people of a sort, only they welcome spirit-possession, the better for them both to withstand the loneliness and barrenness of the mountains. Music is their pass-time, and they live for it and it alone. Approach them with violence, and they will scatter and flee; approach them with kindness, and they will merely continue to play and ignore you. To really engage, you must meet them with music.
Kings of Animals
These are beasts always of at least twice as many Hit Die as regular members of their species, and have magnified powers of their lesser kindred. They draw others of their kind to them like magnets, like royal courts. They are the Platonic Ideals of their kind.
Motelings
Just tiny, cute little elementals. Be careful though, in swarms, they have all the capabilities of their greater cousins, a fact of which they are well aware.
Flinty-Pede
Long chain-coils of stones and boulders, flinten legs clattering through the ground, basalt mandibles gobbling up the earth, metal-ore-streaks running down their backs. As worms are to soil, so Flinty-pedes are to the deep rocks of the earth. Sometimes, they form friendships with the Mountain Gods whose grand towers of stone form part of the Flinty-Pedes hunting grounds. Of all the courtiers of Mountain Gods, these are perhaps to be feared the most, they bring no signs of their passing, and strike from beneath the very earth you tread on. Their only 'weakness' as such is that they must always be contected to the earth in which they live. If ever seperated from it, they instantly crumble into inanimate rock.
Stone Oracles 
They scratch their messages into the earth; long, gaunt fingers of crystal scoring the future into the muck, eyes of mirror-facets seeing what will come, tectonically accurate, the long-seeing visions of stone with paths as set as the course of stars. They are valuable in every way, their words carry the course of time, their flesh is crystal, and they abhor violence. Almost a dream come true. The Earth is their friend though, and those that would strike down an Oracle would face the Enmity of the World itself, a curse of the greatest magnitude. This doesn't stop some from trying. It never ends well.
Fog Serpents
Normally, Fog-Serpents are the Genii Loci of great storm-clouds, but sometimes they drift across the high peaks of mountains and cling to the stones. Fighting them is like fighting the weather, in nearly every aspect. They wreath their adopted woods in mists and fogs that coat the ground in ethereal white, and their roar is the distant rumble of thunder. The only blessing we have in the battles against the Fog Serpents, mighty as they are, is that they are almost completely incorporeal. They can summon great winds, and bolts of lightning; but their thick coils, nearly six feet thick, can do you no harm; nor can their great maws swallow you up. Small mercies at least.
Pyroclastic Wraiths
Much like Blizzard Wraiths, Pycroclastic Wraiths are delusional spirits except they were slain by the sudden rush of a Volcano's pyroclastic flows. Almost totally vapourised from the flow, they sometimes don't even realise they are dead, and become dreadfully confused and despondent when they discover that life now isn't quite how they remembered it. Dwelling on as sooty smudges drifting through the air, any attempt they make to affect the world erupts into flame and carbonised ruin, further fueling the Wraith's despair.
Cinders Demons
These are Stone Spirits who believe themselves trapped by their stoney countenance (and thus, truly are) but deep within have a burning desire to run and crush and live. They appear as many other boulders do, pilled with stones, but black and charred by heat, opalescent veins of oxidised ore. When the volcano beneath them rouses, however, so do they. The more the fire within the earth wells up and begins to boil over, so too do the cores of the Cinders Demons, and they awaken into molten stone beasts. Like dragons or great lizards out of myths, black plates of stone drift over their liquid cores hence their names, and their breath is smoke and glassy dusts. 
Forest Ghosts
What do you suppose happens when a Forest is swallowed up by fire?
The Forest Ghost is a colossus of burned and blackened beams (use the forms of the Forest God to determine in what shape) that remains when a Forest is dead and gone. As their form would suggest, on the outside they are cool and defeated. Deep within, awaiting some spark to reignite the flame, is an unquenchable rage. They know not what destroyed them and reduced them to this wreck, but they hate whatever it was that did it. Homeless and friendless (fire is one of the best ways to scour away the spiritual landscape, flame spirits are total bullies and jerks) they usually end up dreadfully alone if slain by wild-fire, or in the court of the Volcano God that scorched their home away. A dreadful irony.
Small comfort can be taken though, in that eventually, the forest will always grow back, and the flame within the beams of the Forest Ghost finally flickers and dies, and the Ghost becomes the Spirit of the Forest again.
Smoke Beasts
Some spirits believe themselves to be (and thus are) horrifying hideous, and will seek whatever they can to shroud themselves from sight. Smoke beasts are those Spirits who find great wells of ash and soot and throw it all about them like spiderwebs, drifting and cavorting clouds of black-grey on the wind. Unfortunately for all, this rarely does to settle the spirits mind, and they become incredibly hostile to any they perceive as being able to see them (even though they usually can't), and are especially savage towards Shamans, who can actually see them. The presence of a Mountain god calms them, to a degree, and they can even find some peace upon the highest and loneliest peaks.
Hot Spring Guardians
Somewhat perversely for God's of Flame and Stone, Hot Spring Guardians are Spirits of Water, Genii Loci of those sacred spaces, and of them they are fiercely protective. They are profoundly jealous creatures, and only once you have shown yourself to be totally subservient to them and shown yourself properly 'purified' will they allow you to bathe in their precious pools. It is well worth the effort too, and the healing potencies of Hot Springs, especially those home to Guardians, is well-documented.

Powers

Mountain Gods have Powers from their Aspect equal to the number of Followers they have. They may swap up to one power from their Aspect for a power from another Aspect.
All spells cast by the Mountain God are cast as if by a spellcaster with levels equal to the Mountain God's Hit Die, and all spells cast at a level equal to the Mountain God's Wisdom modifier, unless it would be higher.

Rocken
1 - Shape Stone
2 - Call Elemental
3 - Earthquake
4 - Lithify
5 - Primal Metals
6 - Fossilise
7 - Bones of the Earth
8 - Roots of Stone
9 - Erode
10 - Call Fossils

Shape Stone
The Mountain God can cast Earth Tremor and Stone Shape a number of times per day equal to its Wisdom Modifier, and Bones of the Earth once per day. It also knows the Mold Earth cantrip, targeting only Stone.
Call Elemental
The Mountain God can bring forth Elementals to serve it faithfully as an action. It can summon a total number of Hit Dice of Elementals equal to double its own with this ability, with no single Elemental having a number of HD greater than twice the Mountain God's Charisma Modifier. To manifest particularly powerful Elemental, there must be a natural phenomena of particular beauty, or grandeur home to such an Elemental for the Mountain God to call forth.
Earthquake
The Mountain God can cast earthquake once per day.
Lithify
As an action, the Mountain God can attempt to turn a creature into stone, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to toughen into stone, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns is completely Petrified.
Primal Metals
As part of their action in which they target a creature, a Mountain God may also cause a metallic item carried by the creature to revert back to unrefined ore, in most cases causing the item to become useless as a tool, and if targeted at weapons, they may be used at best as an improvised weapon. If the item targeted is magical, it is only affected on a 2 in 6 chance, potentially less for more powerful items.
Fossilise
As part of their action in which they target a creature, a Mountain God may also cause a wooden or other organic item carried by the creature to become stone, increasing its weight by a factor of 10, and in most cases causing it to become useless as a tool, and if targeted at weapons, they may be used at best as an improvised weapon. If the item targeted is magical, it is only affected on a 2 in 6 chance, potentially less for more powerful items.
Bones of the Earth
As an action, the Mountain God shifts the very earth to their desires. Each creature the Mountain God can see must make a Strength Saving Throw. On a Failure they are thrown 5 feet for every point they failed the Saving Throw by, taking falling damage for the distance they move as the earth batters them into a new position, and they land prone. The direction they move is decided by the Mountain God. Creatures that succeed are merely knocked prone.
Roots of Stone
When the Mountain God wishes, any area of ground that the Mountain God can see becomes deadly sharp and twisted and ragged. The areas are difficult terrain, and if a creature moves more than quarter their normal speed, they suffer d4 slashing damage for each further 5 feet they move.
Erode
The Mountain God can cast Disintergrate a number of times per day equal to its Constitution Modifier, targeting only rock and stone.
Call Fossils
The Mountain God can bring forth Fossil Demons from the earth to serve it faithfully as an action. It can summon a total number of Hit Dice of Fossils equal to double its own with this ability, with no single Fossil having a number of HD greater than twice the Mountain God's Charisma Modifier. To manifest a particularly powerful Fossil, there must be such a Fossil of spectacular quality or size for the Mountain God to call forth.

Weather
1 - Blizzard
2 - Create Mist
3 - Flash Freeze
4 - Call Elemental
5 - Thunder Storm
6 - Blazing Light
7 - Command Wind
8 - Avalanch
9 - Empty Lungs
10 - Control Weather

Blizzard
As an action, the Mountain God can create a great storm of Snow in a 60 foot radius around it, lightly obscuring everything within the radius. Any creature except the Mountain God within the area takes cold damage equal to half the Mountain God's Hit Die at the start of their turns. This effect lasts as long as the Mountain God wishes, or until it is reduced to 0 Hit Points. As a further action during a turn during which this ability is active, the Mountain God can thicken the storm further, increasing the effect to heavily obscure everything within the radius.
Create Mist
The Mountain God can cast Fog Cloud and it does not require an action to cast it, though it cannot cast it more than once per turn. It can also cast Windwall a number of times per day equal to its Constitution Modifier.
Flash Freeze
As an action, a sudden wave of cold magics gush forth from the Mountain God, freezing the ground in a 60 foot square touching the Mountain God, turning the area into difficult terrain. Any creature in the area when the ability is used must make a Constitution or Strength Saving Throw (the creature's choice) or be frozen in place and immobilised. A creature that starts its turn immobilised because of this ability takes 2d6 cold damage at the start of its turn, and it can attempt the saving throw again if it is still conscious, ending the effect on it on a success.
Call Elemental
The Mountain God can bring forth Elementals to serve it faithfully as an action. It can summon a total number of Hit Dice of Elementals equal to double its own with this ability, with no single Elemental having a number of HD greater than twice the Mountain God's Charisma Modifier. To manifest particularly powerful Elemental, there must be a natural phenomena of particular beauty, or grandeur home to such an Elemental for the Mountain God to call forth.
Thunder Storm
The Mountain God can cast Call Lightning and Thunderwave a number of times per day equal to its Wisdom Modifier, and Storm of Vengeance once per day. It also knows the Thunderclap cantrip.
Blazing Light
The Mountain God can cast Dawn and Daylight a number of times per day equal to its Wisdom Modifier.
Command Wind
The Mountain God can cast Gust of Wind and Warding Wind a number of times per day equal to its Wisdom Modifier, and Whirlwind once per day. It also knows the Gust cantrip.
Avalanch
Once per day, the Mountain God can cast Flamestrike. Damage dealt is switched from fire and radiant to cold and bludgeoning.
Empty Lungs
As an action, the Mountain God attempts to steal the breath from the very throat of a target. They must make a Constitution Saving Throw, losing 1 Hit Point on a success, and halving their Hit Points on a failure. The Mountain God must concentrate on this effect, which only ends when the Mountain God's concentration ends or is broken.
Control Weather
The Mountain God cast Control Weather and Call Lightning as rituals.

Animal
1 - Command Beasts
2 - Stoneskin
3 - Induce Hunger
4 - Induce Fear
5 - Mountain Sickness
6 - Howl
7 - Loneliness
8 - Crawl
9 - Call Spirits
10 - Crow Storm

Command Beasts
As an action, the Mountain God calls upon the creatures that inhabit its domain to serve their lord and Master. In d4 turns, 4 swarms of beasts of the Mountain God's choice arrive to serve the Mountain God.
Stoneskin
As an action, the Mountain God can cast Stoneskin on all friendly creatures it can see.
Induce Hunger
As an action, the Mountain God can attempt to cause a living creature to become deathly Hungry and exhausted. The target must make a Constitution Saving Throw, gaining a level of exhaustion for every three points they fail the saving throw by past the first.
Induce Fear
As an action, the Mountain God can attempt to cause a living creature to become deathly afraid of the Mountain God. The target must make a Wisdom Saving Throw, becoming frightened of the Mountain God on a failure for as long as it can see the Mountain God.
Mountain Sickness
As an action, the Mountain God can attempt to cause a living creature to become dizzy and nauseous from the altitude. The target must make a Constitution Saving Throw, if they fail they become sickened as long as they can see whilst they remain on the mountain.
Howl
As part of another action, the Mountain God lets out a great howl like the thunder of stone on stone. They cast Thunderwave as part of their other action. They may do this a number of times per day equal to their Constitution Modifier.
Loneliness
As an action, the Mountain God can attempt to sow loneliness and dreadful despair amongst a group of creatures with total Hit Die equal to or less than the Mountain God's own Hit Die that it has seen within the last 24 hours. Each creature must make a Wisdom Saving throw, and each creature that fails will now no longer really be able to interact with their allies due to their paranoia and hallucinations. At a minimum, affected creatures will refuse all beneficial spells and actions from their team-mates; attempting saving throws against spells cast on them, gaining no benefits from Help actions, etc. This effect lasts until while the creatures remain on the Mountain God's Peak.
Crawl
As an action, the Mountain God can attempt to cause the limbs of a group of creatures with total Hit Die equal to or less than the Mountain God's own Hit Die to become as heavy as the stone of the mountain itself. It must have seen these creatures within the last 24 hours. Each creature must make a Strength Saving throw, and each creature that fails reduces their movement speed to 10 feet, and at the end of each turn that they are not prone, they must make a Strength Check or fall Prone. This effect lasts until while the creatures remain on the Mountain God's Peak.
Call Spirits
The Mountain God can bring forth Spirits to serve it faithfully as an action. It can summon a total number of Hit Dice of Spirits equal to double its own with this ability, with no single Spirit having a number of HD greater than twice the Mountain God's Charisma Modifier. To manifest particularly powerful Spirit, there must be in residence on the Mountain God's Peak for the Mountain God to call forth.
Crow Storm
As an action, the Mountain God can create a great storm of Crows in a 60 foot radius around it, lightly obscuring everything within the radius. Any creature except the Mountain God within the area is affected as if by a bane spell. This effect lasts as long as the Mountain God wishes, or until it is reduced to 0 Hit Points. As a further action during a turn during which this ability is active, the Mountain God can thicken the storm further and cause the crows to carry away the spirits of the Dying, killing any creatures that are dying instantly.

Volcano
1 - Eruption
2 - Command Smoke
3 - Cinders Breath
4 - Pyroclasm
5 - Molten Vapours
6 - Animal Madness
7 - Call Elemental
8 - Pyroclastic Surge
9 - Melt
10 - Stoneskin

Eruption
The Mountain God can cast Firestorm once per day, with the following changes. Each 10 foot cube the spell creates appears one per turn over a minute, and each last 1 minute after the last cube has appeared. Each cube only deals 2d10 fire damage on a failed Saving Throw, or half as much if a creature in it succeeds its Saving Throw.
Command Smoke
The Mountain God can cast Fog Cloud and it does not require an action to cast it, though it cannot cast it more than once per turn, and the Fog is Smoke instead. It can also cause the smoke to become thick enough to poison creature's within it on a failed Constitution Saving Throw a number of times per day equal to its Constitution Modifier as part of any action it makes.
Cinders Breath
Once per hour, the Mountain God can breath fire as a Flame Dragon of exactly the same/roughly similar HD.
Pyroclasm
As an action, the Mountain God can cast Investiture of Fire on any number of creatures it can see, though it can only affect a number of targets equal to a maximum of its Constitution Score each day with this ability.
Molten Vapours
Once per day, the Mountain God can cast Incendiary Cloud.
Animal Madness
All beasts that are not part of the Mountain God's court must make a Wisdom saving throw when they first see the Mountain God, or be permanently Frightened of it.
Call Elemental
The Mountain God can bring forth Elementals to serve it faithfully as an action. It can summon a total number of Hit Dice of Elementals equal to double its own with this ability, with no single Elemental having a number of HD greater than twice the Mountain God's Charisma Modifier. To manifest particularly powerful Elemental, there must be a natural phenomena of particular beauty, or grandeur home to such an Elemental for the Mountain God to call forth.
Pyroclastic Surge
As an action, the Mountain God rushes forward with a billowing cloud of flame and rock and gas behind it. The Mountain God moves exactly 60 feet, which can take it through other creature's spaces. Creatures the Mountain God moves through must make a Consitution Saving Throw or a Dexterity Saving Throw (creature's choice), taking 2d8 fire and 2d8 poison damage on a failure, and half as much damage on a success. If a creature fails the saving throw, and takes maximum damage on one of the fire damage die, they are also knocked prone. Similarly, if they take maximum damage on one of the poison damage die, they are also poisoned until the end of their next turn.
Melt
As an action, the Mountain God melts a non-magical metal object it can see. If it is held, the creature must make a Dexterity Saving Throw or take 2d8 fire damage as the object is destroyed. It is is being worn, the Creature must make a Constitution Saving Throw, taking 4d8 fire damage on a failure or half as much on a success.
Stoneskin
As an action, the Mountain God can cast Stoneskin on all friendly creatures it can see.

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