Small Undead, Chaotic Evil
Armor Class 16
Hit Points 72 (16d8)
Speed 30 ft., Fly 40 ft.
STR
4 (-3)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
18 (+4)
CHA
11 (+0)
Saving Throws WIS +8, CHA +4
Skills Stealth +5
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 14
Languages Common Common and any languages she has learned since
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Legendary Resistance (1/Day). If the child fails a saving throw, it can choose to succeed instead.

Spellcasting. The Child of the Wood is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +7 to hit with spell attacks). It has the following spells:

Cantrips (at will): druidcraft, infestation, poison spray, fire bolt

1st level (4 slots): dissonant whispers, entangle, ray of sickness, hideous Laughter,charm person

2nd level (4 slots): spiritual weapon, ray of enfeeblement, hold person,invisibility

3rd level (3 slots): animate dead, bestow curse, counterspell,enemies abound

4th level (3 slots): black tentacles

5th level (2 slots): wrath of nature

6th level (1 slot): wall of thorns

Actions

Corrupting Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the Child that can see her must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Child's Horrifying Visage for the next 24 hours.

 

 

Legendary Actions

Spectral Shift. The Child of the Wood may move up to 30ft without provoking attack of opportunities.

Cantrip. The Child of the Wood casts a cantrip.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

The Child of the Wood has many legends around it but most have never seen one... or at least they've never survived one. These ghostlike creatures appear as a child lost in the woods. They are indistinguishable from a real person. They are very rare to come across but when they have their prey where they want them, their features elongate and their jaw distends showing a truly horrific sight.

They are very intelligent, deceptive creatures. They will always try to lead the party toward the section of the woods that they have claimed as their lair. They will first appear at a distance as the party travels through the forest. Each time she shows up, she will come closer to the party. She refuses to be touched and will likely run off if someone attempts to do so and return, seemingly scared. She typically will tell the party that they're lost and that their brother/sister is hurt. 

If the party refuses to help or follow, they will attempt to charm one of them into changing the rest of the party's mind. If the party becomes hostile OUTSIDE of her lair, she will flee.

Lair and Lair Actions

On Initiative count 20, The Child of the Wood raises a cloud of swarming insects that fills a 20-foot-radius sphere centered on a point the Child chooses within 120 feet of it. The cloud spreads around corners and remains until the Child dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 7 (2d6) piercing damage. If the Child performs another lair action, the insects die and fall lifeless.

On Initiative count 20, The Child of the Wood can summon spectral vines to spring up and reach for a creature within 60 feet of him that he can see. The PC must succeed on a Strength or Dexterity saving throw (its choice) of 15 or be restrained. While restrained by the vines, the PC repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. If the Child performs another lair action, these vines vanish.

On Initiative count 20, The Child of the Wood can cause the roots to grow and blacken with sticky ichor. This is considered difficult terrain for everyone except the Child. 

Monster Tags: Misc Creatureundead

Habitat: Forest

Nerd_Philosophy

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