Medium Humanoid, Any Non-Good Alignment
Armor Class 15 Natural
Hit Points 75 (12d8)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
11 (+0)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws INT +3, WIS +8
Skills Stealth +8
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Tremorsense 60 Ft, Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Land’s Stride. Moving through nonmagical difficult terrain costs the Corrupted Druid no extra movement. They can also pass through nonmagical plants without being slowed and without taking damage if they have thorns, spines, or a similar hazard. They have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Spellcasting. The parasitic plant enhances the Corrupted Druid's connection with nature, making it a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Corrupted Druid has following spells prepared:


Cantrips (at will): Gust, Infestation, Poison Spray, Thunderclap 


1st level (4 slots): Charm Person, Earth Tremor, Fog Cloud, Thunderwave

2nd level (3 slots): Flaming Sphere, Gust Of Wind, Spider Climb, Spike Growth

3rd level (3 slots): Erupting Earth, Lightning Bolt, Meld Into Stone, Sleet Storm

4th level (3 slots): Blight, Grasping Vine, Ice Storm, Stone Shape, Stoneskin

5th level (2 slots): Passwall, Transmute Rock, Wall Of Stone, Wrath Of Nature

6th level (1 slot): Bones Of The Earth, Investiture Of Stone, Sunbeam, Wall Of Thorns

Actions

Thorny Staff. Melee Weapon Attack: +5 to hit, 8 (1d8 + 4) bludgeoning damage. 

Lair and Lair Actions

While in their cave, the Corrupted Druid has access to the following Lair Actions.

Lair Actions

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

Summon Vine. The Corrupted Druid can summon 1d4 Vine Blights, or 1 Assassin Vine, in any unoccupied square within 30 feet. The summoned creature may then immediately take an action, and enters into the initiative order immediately after the Corrupted Druid.

Reclaim Vine. The Corrupted Druid can absorb any vine creature within 5 feet that it has summoned. The creature is then destroyed, and the Corrupted Druid gains hit points equal to whatever hit points the creature had when this action was taken. The Corrupted Druid cannot gain hit points exceeding its starting hit points.

Entangle. The Corrupted Druid can use their control over the vines in their lair to cast Entangle. 

 

Monster Tags: plant

Habitat: Mountain

Antiachus

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