Medium Humanoid, Neutral Evil
Armor Class 17 Natural
Hit Points 220 (18d8 + 72)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
22 (+6)
CHA
15 (+2)
Saving Throws STR +7, CON +10, INT +7, WIS +12
Skills Insight +12, Perception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 13
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. Yasmine is an 18-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Yasmine has following druid spells prepared:

Cantrips (at will): frostbitefire boltshocking grasp

1st level (4 slots): absorb elementscure wounds

2nd level (3 slots): hold personspike growth

3rd level (3 slots): call lightningdispel magic

4th level (3 slots): blightpolymorphwall of fire

5th level (3 slots): conjure elementalmaelstromwall of stonewrath of nature

6th level (2 slots): conjure fey, healinvestiture of flameinvestiture of iceinvestiture of stoneinvestiture of wind

7th level (2 slots): fire stormwhirlwind

8th level (2 slots): sunbursttsunami

9th level (1 slots): storm of vengeance

Supreme Mind. Yasmine can maintain Concentration on two spells at once. Whenever she must make a Constitution saving throw to maintain Concentration, she does so twice, once for each spell.

Warcaster. Yasmine has advantage on Constitution saving throws made to maintain Concentration when she takes damage.

Quick Cast. Yasmine can cast cantrips as a bonus action.

Reactions

Shield of Nature. When she is hit by an attack, Yasmine can spend her reaction to increase her AC by 6 against that attack.

Legendary Actions

Yasmine can take three 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. Yasmine regains spent legendary actions at the start of its turn.

Storming Winds. Yasmine creates a strong current of wind in a line 120 feet long, 20 feet wide. All creatures in the area must make a DC 20 Strength saving throw. On a failed save, they are pushed back 30 feet and knocked prone.

Unearthing Roots. Yasmine makes roots appear from a point in the terrain in a 10 feet radius within 60 feet of her. All creatures of her choice in the area must make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check. On a failed save, they are restrained and take 3d8 bludgeoning damage. A restrained creature can use its action to attempt another check to escape. The roots have an AC of 15 and 20 hit points. Any creature that ends the turn while restrained suffers 3d8 bludgeoning damage. The roots last until Yasmine use this action again.

Freeze the Earth. Yasmine freezes the ground in a 20 feet radius within 60 feet of her. Any creature in the area has its speed halved, and must make a DC 20 Dexterity (Acrobatics) check whenever it tries to move, or be knocked prone. This effect lasts one full round.

Eruption. Yasmine makes molten lava erupt from a point in the terrain within 60 feet of her. Any creature within 10 feet of that point must make a DC 20 Dexterity saving throw. On a failed save, they suffer 6d8 fire damage, or half as much on a successful save.

Monster Tags: NPC

YollotheDwarf

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