Medium Humanoid (Any Race), Any Alignment
Armor Class 16 Barkskin
Hit Points 158 (16d8 + 86)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws CON +7, INT +3, WIS +6
Skills Medicine +4, Nature +3, Perception +4
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force
Senses Darkvision 60 ft, Tremorsense 15 ft, Passive Perception 14
Languages Druidic plus any two languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (1/Day). If the Baerseach Druid fails a saving throw, it can choose to succeed instead.

Great Tree The Baerseach Druid transforms into a mighty druidic tree. While in this form, they make Dexterity & Wisdom-based attack rolls with advantage and while they are on the in contact with the ground the Baerseach Druid regains 10 hit points at the start of its turn. If the Baerseach Druid takes fire damage, this trait doesn’t function at the start of the Baerseach Druid's next turn.

Tree Stride. Once on each of its turns, the Baerseach Druid can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree.

Relentless Endurance When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.

Spellcasting. The druid is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): Primal Savagery, Chill Touch, Druidcraft

1st level (4 slots): entangle, absorb elements, ice knife, thunderwave

2nd level (3 slots): blindness/deafness, Lesser Restoration

3rd level (2 slots): erupting earth, plant growth

Actions

Moon Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (2d4 + 4) slashing damage.

Spellcasting. The druid is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).

Bonus Actions

Fungal Infestation (At Will) You can animate remains within 10 ft of you 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.

Reactions
Halo of Spores You can use your reaction to deal 2d6 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 15).
Attack of Opportunity: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (2d4 + 4) slashing damage.
1st level (4 slots): absorb elements
Legendary Actions
Fungal Infestation You can animate remains within 10 ft of you 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.

Moon Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (2d4 + 4) slashing damage.

Cantrips (at will): Primal Savagery, Chill Touch, Druidcraft

Description

Baerseach Druid dwells in secluded wilderness locations, where they work to perform large transformative rituals. They perceive death and life as two sides of the same coin, and seek to protect the process of transference between them. Their morality is unlike those of the normal humanoids.

Lair and Lair Actions

LAIR: The lair of the Bearseach Druid is generally in a hidden dark and damp cave, overgrown with roots and fungus trees with the remains of creatures interspesed inbetween. In the centre of the lair is a great fungus tree that is being fed as part of the Bearseach Druid's ritual.

OVERGROWN: The ground in the lair is overgrown and considered difficult terrain (requires 2ft of movement for every 1ft moved).

SYMBIOSIS: For the first three rounds, a Lair Action spawns a CR 1 creature of your choice. Thereafter, it becomes an entangle on one creature of your choice.

ITEMS:

  • Brooch of Shielding
  • Moon Sickle, +1
  • Ring of Mind Shielding

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

Wieaft

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