Legendary Resistance (3/Day). If Bloom fails a saving throw, she can choose to succeed instead.
Magic Weapons. Bloom's attacks are magical.
Magic Resistance. Bloom has advantage on saving throws against spells and other magical effects
Keen Senses. Bloom has advantage on all Wisdom (Perception) checks.
Green Stride. Bloom can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Bloom is unaffected by difficult terrain created by plantlife, and is immune to being grappled or restrained by plants.
Innate Spellcasting. Bloom can innately cast spells. Her innate spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). He can innate cast the following spells requiring no material components:
At will: alter self, call lightning, plant growth, conjure volley, druidcraft, ensnaring strike (3rd level), grasping vine, hunter's mark
3/day: wall of thorns, druid grove, awaken, transport via plants
1/day: control weather, animal shapes
Speak with Beasts and Plants. Bloom can communicate with beasts and plants as if they shared a language.
Nature's King. When a beast or plant creature attacks Bloom, that creature must make a DC 21 Charisma saving throw. On a failed save, the creature must choose another target or the attack automatically misses. The creature is aware of this effect before it makes its attack against Bloom. Additionally, Bloom is immune to all poisons produced by beasts and plants, including magical plants.
Regeneration. As long as she remains within an area of healthy wilderness, Bloom regains 10 hit points at the start of her turn. If she takes necrotic damage or moves out of an area of healthy wilderness, this trait doesn't function at the start of her next turn. Bloom dies only if she starts her turn with 0 hit points and doesn't regenerate. If Bloom dies while within an area of healthy wilderness, she regenerates in a random location in the Feywild 1d10 days later.
Multiattack. Bloom makes three attacks with either her spear or longbow.
Spear. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 14 (2d6+7) piercing damage plus 11 (2d10) radiant damage, or 16 (2d8+7) piercing damage plus 11 (2d10) radiant damage, if wielded with two hands.
Longbow. Ranged weapon attack: +14 to hit, range 600 feet, one creature. Hit: 16 (2d8+7) piercing damage.
Wild Shape. Bloom magically polymorphs into a beast that has a challenge rating equal to or less than her own, or back into her true form. She revert to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Bloom's Choice)
In a new form, Bloom retains her game statistics and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that he lacks.
Hunter's Volley. Bloom takes the multiattack option
Lunge. Bloom moves up to her speed and make one melee attack.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Magnus takes a lair action to cause one of the following effects; Magnus can’t use the same effect two rounds in a row:
- All creatures of Bloom's/Magnus's choosing within 120 feet must make a DC 20 Wisdom saving throw or be charmed until the start of the next lair action.
- Bloom/Magnus picks a creature within 120 feet. The creature must make a DC 20 Dexterity saving throw or take 8d6 lightning damage on a failed save. On a successful save, it takes half damage.
- Bloom/Magnus picks a creature within 120 feet. The creature must make a DC 20 Dexterity saving throw or have vines grow and grasp them and pull them to the ground. Until the next lair action, this creature is considered prone and restrained.
- Bloom/Magnus picks a creature within 120 feet. The creature must make a DC Constitution saving throw or be hit with a beam of sunlight. On a failed saving throw, the creature take 6d8 radiant damage and is blinded until the next lair action. On a successful save, it takes half damage and isn't blinded
Regional Effects
The region containing Magnus’s lair is warped by his and Bloom's magic which creates one or more of the following effects:
- Within 5 miles of the Tsuki-ko lair is warm and pleasant like a spring day, unless one of the Tsuki-kos wishes to change it.
- Within 5 miles of the Tsuki-ko lair faint music can be heard. Depending on the moods of the Tsuki-ko, the nature of the music changes.
If both Tsuki-kos die, these effects fade over the course of 30 days.