Huge Fey, Neutral
Armor Class 16 Natural armor
Hit Points 155 (20d10 + 45)
Speed 45 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws WIS +8, CHA +9
Skills Perception +4
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Tremorsense 20 ft., Passive Perception 16
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

Bonus Actions

Slam. Wrenn and Seven makes a slam attack.

Reactions

1st level: Absorb Elements

Legendary Actions

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.

Monster Tags: fey

Habitat: Forest

ASplitSecond

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