Innate Spellcasting. Cernunnos' innate spellcasting ability is Wisdom (spell save DC 14). He can innately cast the following spells, requiring no components:
At will: primal savagery, beast sense, thorn whip.
1/day each: earthbind, giant insect, contagion.
Multiattack. Cernunnos makes two claw attacks or two root attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3d6 + 6 slashing damage.
Roots. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 2d10 + 6 bludgeoning damage.
Blink. As a reaction, Cernunnos can blink to a visible area within 30 ft., avoiding an attack. This also spawns a flock of crows that deal 2d8 damage to any creature within 5 ft. of the start point of the blink.
Cernunnos 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. Cernunnos regains spent legendary actions at the start of its turn.
Wrathful Strike. Cernunnos makes a claw attack on a creature within 5 ft.
Forest's Protection (Costs 2 Actions). Cernunnos casts conjure woodland beings at will.
Poison Pollen (Costs 3 Actions). The plants in the area react to Cernunnos' presence, releasing spores in a 50 ft. radius around him. Any non-fey creature within this radius must make a Constitution saving throw (DC 16). On a failure, the creature becomes poisoned and takes 3d8 damage immediately. They will continue to take 1d8 damage at the start of Cernunnos' turn until they are healed.
Lair and Lair Actions
Cernunnos' Lair
His lair is a crumbling stone temple covered in creeping vines and thick brush. Signs of old worshippers still exist, such as old, rusty incense holders and rotting sheets of paper. Cernunnos can take 1 lair action on initiative 20, and may not repeat the same action twice in a row.
Lair Actions
- Haunting music wafts through the air. Any hostile creature within the lair must make a Wisdom saving throw (DC 15). If they fail, the music overtakes their mind, and they begin to dance uncontrollably for one round. Any creature within 5 ft. of the dancer must make a Dexterity saving throw (DC 12) or take 1d10 bludgeoning damage.
- The vines and bushes on the floor and walls suddenly sprout spiky black thorns, and the altar room becomes difficult terrain. Any hostile creature within the area must make a Dexterity saving throw or take 2d8 piercing damage.
- Thick, gray-green fog pours into the altar room. Visibility within the room is now difficult, and ranged attacks made against Cernunnos or his allies now have disadvantage.
If Cernunnos dies, these effects end immediately.
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