Magic Resistance. Wrenn has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. Wrenn can communicate with beasts and plants as though they shared a language.
Innate Spellcasting. Wrenn's innate spellcasting ability is Charisma (Spell save DC 15). Wrenn can cast the following spells, requiring no material components:
At Will: Thorn Whip, Entangle, Goodberry
3/Day each: Thunderwave, Lesser Restoration, Locate animals or plants
1/Day each: Conjure elemental (Earth), Plant Growth, Dispel Magic
Bound to Realmbreaker. Unlike other dryads, Wrenn is bound to Realmbreaker, a Huge tree that she merged with years ago. Wrenn shares her hit points, size, and attacks with Realmbreaker. Only very strong magic can separate her from Realmbreaker. Wrenn gets along with Realmbreaker.
Multiattack. Wrenn can use her root snare, then makes two fist attacks and one slam attack.
Magical. Wrenn has magical attacks.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) bludgeoning damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 5) bludgeoning damage.
Root Snare. Once per round, Wrenn can summon vines from the earth to encase a foe. She chooses a foe that is visible, then that foe makes a DC 16 Constitution save or is restrained (Escape DC 13).
Previous Versions
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3/29/2023 8:02:25 AM
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3/29/2023 8:03:37 AM
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