Wild Growth. Every 2 turn, Arba permanently gained 3 bonus AC and reduces damage taken from all source by 8 (2d6 + 2) until he dies.
Corruption Absorption. Whenever Arba is subjected to poison, acid or necrotic damage, he takes no damage and instead regains a number of hit points equal to the damage dealt.
Siege Monster. Arba deals double damage to objects and structures.
Magic Weapons. The Arba's weapon attacks are magical.
Feed Off Corruption. While battling inside the forest he considered home, regains 20 hit points every turn.
Rebirth. On death, Arba's soul can jump to a nearby tree and he can be reborn from the tree after 5 minutes while maintaining his powers from the previous life with 20 starting hit points. To kill him, you need to find the tree his soul was in, use a wish spell to prevent the soul from leaving the tree, burn the tree and bury the ashes somewhere safe far away from the forest he was slain.
Radiation. Arba emits high level radiation around him, constantly deals 8 (2d6 + 2) poison damage to creature within 10 ft. of him.
Dark Energy. After reaching 0 hit points, the power of darkness within starts leaking and slowly turn everything around him into molten flesh and organic goo. Dealing (2d4 + 1) necrotic damage to creature within 5 ft. of him.
Multiattack. Arba makes two melee attacks.
Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 18) bludgeoning damage.
Corrupted Tree. Arba can summon a corrupted tree anywhere on the battlefield that heals him by 10 (2d8 + 2) every turn, lasts for 6 turn. The tree have 40 hp and immune to spells. After the end of 7th turn, the tree turns into a Rotten Bark(search homebrew monsters).
Corrupted Javelin. Ranged Weapon Attack: +18 to hit, range 50/200 ft., one target. Hit: 28 (4d10 + 6) piercing damage. If the target is a living creature, it must make a DC 22 Constitution saving throw or takes 15 (2d10 + 5) poison damage every turn. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target dies, a tree grows from its corpse and turn into a Rotten Bark(search homebrew monsters) after 4 turn. The tree have 50 hit points.
Summon Rotten Bark (3/Day). Arba magically animates two trees it can see within 20 feet of it. The trees permanently turned into Rotten Barks(search homebrew monsters) and have the same statistics as it, but they have only the Swipe action option. The animated tree acts as an minion and remains animate until it dies.
Summon Great Bark. Arba focused huge amount of his magic to summon one of his best warriors for aid, the mighty Great Bark(search homebrew monsters). Stunning him for 3 turn but temporarily gain 10 damage reduction from all source for the duration.
Corrosive Blood. When he takes damage from melee attacks, sprays creature 10 ft. around him with corrosive blood that deals 11 (2d8 + 3) {"diceNotation":"2d8+3","rollType":"damage","rollAction":"Corrosive Blood","rollDamageType":"acid"} acid damage.
Arba can take 2 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. Arba regains spent legendary actions at the start of its turn.
Double Corrupted Tree (Costs 3 Actions). Arba summon 2 Corrupted Tree.
Summon Great Bark (Costs 5 Actions). Arba summon a Great Bark.
This is the first and probably the last time that Arba was pushed to the brink of death. Neither fighting for evil nor corruption anymore, he is now fighting for his life.
Devour Tree (5/Day). After reaching 0 hit points, Arba becomes invincible until the start of his next turn. He can devour a tree of his choice as a bonus action, healing him by 13 (2d12) and permanently gain 3 (1d4 + 1) hit points regeneration every turn until he dies.
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