Innate Spellcasting. Wrenn and Seven's innate spellcasting ability is Charisma (spell save DC 17). Wrenn can innately cast the following spells, requiring no material components:
At will: druidcraft, Poison spray
1st level: 6/day: entangle, goodberry, Fog cloud
2nd level: 5/day: Beast sense, Earthbind, Healing spirit, Spike Growth
3rd level: 4/day: Summon Fey, pass without trace, shillelagh
4rd level: 2/day: Grasping vine,
Magic Resistance. Wrenn and Seven has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. Wrenn and Seven can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad 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.
Multiattack. Wrenn and Seven takes 2 slam attacks, or 1 slam attack and a Splinter storm attack.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d10) bludgeoning damage;
Splinter storm. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 17 (5d6) piercing damage;
Fey Charm. Wrenn and Seven targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature regards Wrenn and Seven as a trusted friend to be heeded and protected. Although the target isn't under the Wrenn's control, it takes the Wrenn's requests or actions in the most favorable way it can.
Each time Wrenn or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Wrenn dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Wrenn's Fey Charm for the next 24 hours.
Slam. Wrenn and Seven makes a slam attack.
1st level: Absorb Elements
Wrenn has 2 legendary actions per round. At the end of a player's turn he can use one of these actions to:
Regrowth. Wrenn and Seven heals 5d6 hit-points.
Summon Dryad. In a bush, branch or tree within 60 ft. Wrenn summons a Dryad. The creature acts on it's own accord but is loyal to Wrenn and Seven.
Slam. Wrenn uses it's slam attack action.







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