Tree Stride. Once on its turn, the Barkling can use 10 feet of movement to step magically through one tree within its reach and emerge from a second living tree within 60 feet of the first tree.
Multiattack: The Barkling can make two attacks.
Root Infestation. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d8 + 2) piercing damage.
Spores. The Barkling unleashes a cloud of spores in a 15ft raduis around it. Each creaure within this area must succeed on a DC 13 wisdom saving throw or become charmed by the barkling for 1 minute. A charmed creature fights on the Barklings behalf and cannot tell friend from foe. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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