Medium Undead (Druid, Monk), Typically Neutral
Armor Class 19 (natural armor)
Hit Points 90 (12d8)
Speed 40 ft.
STR
9 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
20 (+5)
CHA
8 (-1)
Saving Throws CON +6, INT +4, WIS +9
Damage Resistances Poison
Senses Passive Perception 23
Languages Celestial, Common, Deep Speech, Draconic, Druidic The languages it knew in life
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
Knowledge from a Past Life (Special) - When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature 4 times, and you regain all expended uses when you finish a long rest.
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Actions

Attack

Quarterstaff - 5 ft to reach, +8 to hit, 1d6+4 with one hand.

Unarmed Strike - 5 ft to reach, +8 to hit, 1d4+4

Arms of The Astral Self Unarmed Strike - 10 ft to reach, +9 to hit, 1d4+5

Other

Symbiotic Entity - You can use Wild Shape to awaken the spores that infuse you to gain +36 temp HP, roll double damage dice for your Halo of Spores damage, and deal 1d6 additional necrotic damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again.

Wild Companion - As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 4 hours.

Wild Shape - As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. [2nd] Max CR 1/4 (no flying or swimming speed) [4th] Max CR 1/2 (no flying speed) [8th] Max CR 1

You can stay in beast shape for 4 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

2 uses of wild shape

Spell List (7 Spells Known): 18 spell save DC. + 10 to hit (Spell Attack Modifier)

4 Cantrips Known:

Shillelagh - 1 BA, Touch, 1 Minute - The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. (+10, 1d8+5)

Create Bonfire - 1 A, 60ft(5 ft cube), Concentration, 1 Min, 18 DEX - You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 3d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

This spell's damage increases by 4d8 when you reach 17th level

Poison Spray - 1A, 10 ft, Instant, 18 CON - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 3d12 poison damage.

This spell's damage increases by 4d12 when you reach 17th level

Thunderclap - 1A, 5ft, Instant, 18 CON - You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 3d6 thunder damage.

This spell's damage increases by 4d6 when you reach 17th level

4 First Level Spellslots:

Cure Wounds - 1 A, Touch, Instant - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

 

3 Second Level Spellslots:

Enlarge/Reduce - 1 A, 30ft, Concentration up to 1 min, 18 CON -

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Healing Spirit - 1 BA, 60ft (5ft), concentration up to 1 minute - You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal 5 times. After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Hold Person - 1 A, 60 ft, Concentration up to 1 min, WIS 18 - Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

3 Third Level Spellslots:

Erupting Earth - 1 A, 120 ft (20ft), Instant, DEX 18 - Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Aura of Vitality - 1 A, Self (30ft), concentration up to 1 min - Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Elemental Weapon - 1 A, Touch, Concentration up to 1 hour - A nonmagical weapon you touch becomes a magic weapon.  Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

 

Bonus Actions

Unarmed Strike - When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Ki Points (3):

Arms of the Astral Self: Summon - As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 ft. of you must succeed on a DEX saving throw (DC:17) or take 2d4 force damage.
For 10 minutes: - You can use WIS in place of STR when making STR checks/saving throws. - You can use the spectral arms to make unarmed strikes.
 
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Spell List (7 Spells Known): 17 spell save DC. + 9 to hit (Spell Attack Modifier)

Shillelagh (CANTRIP) - 1 BA, Touch, 1 Minute - The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. (+10, 1d8+5)

Healing Spirit (SECOND LEVEL SPELL SLOT) - 1 BA, 60ft (5ft), concentration up to 1 minute - You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal 5 times. After healing that number of times, the spirit disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

 

Reactions
Deflect Missiles - You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +7. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
 
Deflect Missile Attack - +8 1d4+4
 
Fungal Infestation - If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, as a zombie under your control, with 1 hit point. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. 5 per long rest.
 
Halo of Spores - You can use your reaction to deal 1d6 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 17).
 

Description

Inventory (139 G):

Amulet of the Devout  -This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

Sending Stone

Acid (Vial)

Clairvoyance Powder

Common Clothes

Druidic Focus

Ink

Ink Pen

Leather Armor (Unused)

Oil (flask)

Quarterstaff (Used)

Rapier (Unused)

Shield (Unused)

Spear (Unused)

Bedroll

Mess Kit

Rations (10 days)

50 ft Rope

Tinderbox

Torch (10)

Waterskin

Simic insignia

Book of research notes

Vial of fish scales

Vial of oily amniotic fluid left over from the broken larva tube

Vial of jellyfish stingers

 

Starman_Experience

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