Large Plant, Lawful Neutral
Armor Class 16 Natural armor, Shield
Hit Points 160 (20d12 + 30)
Speed 40 ft.
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws CON +7, WIS +7
Skills Athletics +6, Intimidation +5, Nature +8, Survival +7
Damage Resistances Acid, Force, Poison
Damage Immunities Necrotic
Condition Immunities Frightened, Petrified, Stunned
Senses Darkvision 120 ft (blind within 10 ft), Tremorsense 15 ft, Passive Perception 16
Languages Aarakocra, Abyssal, Common (faltering telepathy - 120 ft)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Former Guard of the Land. Chokyill Reborn can communicate with animals as if having cast Speak with Animals at any time. Additionally, it has advantage on persuasion (charisma) and animal handling (wisdom) checks on beasts and monstrosities with an intelligence of 6 or lower.

Improved Critical. The Chokyill Reborn's melee weapon attacks score a critical on a 19 or 20.

Monstrous Grace. The Chokyill can ignore the two-handed property of melee weapons while still using them effectively, and can choose to deal one or two-handed damage when using a versatile weapon without changing its grip.

Shield Master. While not incapacitated, the Chokyill Reborn can add its shield's AC to a dexterity saving throw.

Legendary Resistance (2/Day). If the Chokyill Reborn fails a saving throw, it can choose to succeed instead.

Spellcasting. The Chokyill Reborn is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Chokyill Reborn has the following spells prepared, and cannot cast spells with a higher or lower slot: 

Cantrips (at will): Druidcraft, Guidance, Produce Flame, Toll the Dead
1st level (4 slots): Absorb Elements, Ensnaring Strike 
2nd level (3 slots): Bane, Bless, Darkness
3rd level (2 slots): Crusader's Mantle, Erupting Earth

Actions

Multiattack. Chokyill Reborn can make two glaive attacks, cast a spell and make a glaive attack, or Constrict a creature and make a glaive attack against another.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 13 (2d10 + 2) slashing damage.

Prod. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 2) bludgeoning damage. 

Constrict. The Chokyill Reborn circles around a creature of medium or smaller size, attempting to restrain it with the lower part of its torso and tail. It makes an athletics (strength) check contested by the target's athletics or acrobatics (dexterity). On a success, the target is restrained. On each of it's turns, a restrained creature can use its action to make an athletics check (DC 15) to get free and end the effect.

Sweetening Breath (1/Day). The Chokyill breaths a vapor that smells of syrupy fruit on another creature within 5 ft. That creature has +1 to Charisma (Persuasion) checks against creatures with a sense of smell, and creatures attempting to locate the effected creature by smell have advantage. At the beginning of a long rest, the effected creature may roll a d20; on a 20, this effect fades. The smell cannot be washed off or obscured by nonmagical means.

Reactions

Shield's Save.  If the Chokyill Reborn is target by an effect that allows it to make a dexterity save to take half damage, it may reduce the damage it takes by half by putting it's shield between itself and the effect. This reaction may be taken whether or not the save is passed or failed.

Masterful Defense. If another creature gets within 5 ft of the Chokyill Reborn while another is already present, it can do a Prod attack against that creature.

Legendary Actions

The Chokyill Reborn 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 Chokyill Reborn regains spent legendary actions at the start of it's turn.

Glaive Swipe. The Chokyill Reborn makes a Glaive attack.

Strategic Retreat. The Chokyill Reborn takes the Disengage action and can move up to half it's regular movespeed away from all creatures hostile towards it.

Terrify. The Chokyill Reborn extends its warped aura. Up to two creatures it is aware of and within 60 ft of it must succeed on a DC 16 Charisma saving throw or become  frightened for 1 minute. 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 is immune to the Chokyill Reborn's Terrify for the next 24 hours.

Description

Murdered and warped by arcane rituals, Chokyill Reborn are the reanimated bodies of mighty nature spirits hailing from only the most wild, primeval places in existence. Their bodies, though made of strong and cohesive plant matter, have taken on otherworldly and exotic colours that stand in stark contrast to the unaltered natural world- even shifting to better contrast the foreign lands they are brought to.

A reborn Chokyill's body is twenty or more feet in length from head to tail, covered in a weathered and rough bark-like skin and decorated with long ridges of tiny, bell-like and conical flowers. Its equivalents of blood and saliva smell of distinct, aromatic fruits.

Monster Tags: NPCabberationplant

Habitat: ForestSwampUnderdark

Netherborn

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