Large Humanoid (Shapechanger), Chaotic Evil
Armor Class 17 Natural Armour
Hit Points 180 (19d10 + 76)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws STR +8, DEX +7, WIS +9
Skills Arcana +8, Nature +12
Damage Vulnerabilities Fire
Damage Resistances Cold, Poison
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60ft, Passive Perception 15
Languages Common, Druidic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Spellcasting. The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The druid has the following spells prepared: Cantrips (at will): Druidcraft, Poison Spray, Thorn Whip 1st level (4 slots): Entangle, Faerie Fire, Speak with Animals 2nd level (3 slots): Barkskin, Pass without Trace 3rd level (3 slots): Call Lightning, Conjure Animals 4th level (3 slots): Blight, Conjure Woodland Beings 5th level (2 slots): Awaken, Tree Stride

Shapechange: The druid can use its action to wildshape into a giant wolf or bear, or back into its true form. Its statistics are the same in each form.

 

Actions

Multiattack: The druid can make two attacks: one with its quarterstaff and one with its entangling vines.
Quarterstaff: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Entangling Vines: Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 9 (2d4 + 4) slashing damage plus the target must make a DC 17 Strength saving throw or be restrained by the entangling vines.

Reactions

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Legendary Actions

Legendary Reaction: Twisted Nature (Recharge on 5 or 6). When a creature within 30 feet of the Corrupted Druid deals damage to it, the druid can use its reaction to cause the plants and trees in the area to come alive and attack the creature. The target must make a DC 20 Dexterity saving throw or take 30 (6d10) bludgeoning damage from the writhing vines and branches. On a successful save, the target takes half damage. The Corrupted Druid can use this reaction once per round.


Nature's Wrath (1/day): The druid can summon vines to attack all creatures within a 20-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one.

Description

Rivenwood is a powerful druid who has been corrupted by dark magic. Their skin is mottled and twisted, and their hair and clothing are made of tangled vines and thorns. They can shapechange into a massive wolf or bear, using their immense strength and deadly claws to crush their enemies. They are also skilled in the use of plant magic, summoning thick vines to entangle and constrict their foes or unleashing a wave of thorns that can shred armor and skin alike. Their corrupting influence can also twist and warp the environment around them, making even the trees and plants themselves turn against the players

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Rivenwood takes a lair action to cause one of the following effects; Rivenwood can’t use the same effect two rounds in a row:

  • The ground in a 20-foot radius centered on Rivenwood becomes difficult terrain. Each creature in that area must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) piercing damage from the thorns and brambles that sprout from the ground.
  • Rivenwood summons a swarm of insects in a 20-foot radius centered on itself. Each creature in that area must succeed on a DC 17 Constitution saving throw or take 13 (3d8) poison damage and be poisoned for 1 minute.

Regional Effects

The region containing Rivenwood's lair is warped by its corrupting influence, which creates one or more of the following effects:

  • Plants in the area grow at an accelerated rate, becoming thick and overgrown.
  • The ground becomes saturated with necrotic energy, causing undead creatures to rise in the area.
  • Animals in the area become aggressive and territorial, attacking any creatures that intrude on their territory.

If Rivenwood dies, these effects fade over the course of 1d10 days.

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Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2023 12:04:41 AM
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Habitat: Forest

GoldenStreaker

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