Wild Shape: He can use his bonus action to magically assume the shape of a creature. This includes beasts and monsters up to a CR of 18. He can use this feature unlimitedly. He can stay in this form for 16 hours with one use. If the creature is below a CR of 3, he can change into something else without expending another use. While in this form:
- He retains his mental stats and all of his saving throws. In addition to his saving throws, he gains that of the creature. He also retains his skills and proficiency bonus.
- He uses the creatures hitpoints. Any damage taken is taken using the creatures hitpoints. When the hitpoints of the creature hits zero, he reverts back to his humanoid form. Any damage taken after reverting to zero continues into his humanoid hitpool.
- While in creature form, he can not cast any spells. He can however maintain concentration on spells cast before his change and take actions that the spell allows him while concentrating.
- He retains the benefit of any features from his class, race, or other source and can use them if the new form is physically capable of doing so. However, he can't use any of his special senses, such as darkvision, unless his new form also has that sense.
- His equipment melds into his new form and retains any benefits from said equipment.
Spellcasting: He has access to the whole Druid spell list. The spells below are the spells he has prepared most commonly everyday. They can change as decided by the DM, but the spells below serve as a template for what he has prepared commonly.
His spellcasting ability is Wisdom. His spell save DC is 23, +15 to hit with spell attacks.
Shapechanger. As an action, he can change his appearance and his voice. He determines the specifics of the changes, including his coloration, hair length, and sex. He can also adjust his height and weight, but not so much that his size changes. He can make himself appear as a member of another race, though none of his game statistics change. His clothing and equipment aren't changed by this trait. He stays in the new form until he uses an action to revert to his true form or until he dies.
Multiattack. He makes two attacks when taking the attack action.
Claw Lacerate. Melee Weapon Attack, +12 to hit, 10 ft reach, one target. Hit: 18 (4d6+4) slashing dmg plus 5 (2d4) poison dmg
Staff Whack. Melee Weapon Attack, +12 to hit, 10 foot reach, one target. Hit: 13 (2d8+4) bludgeoning dmg
Cantrips (at will): Thornwhip, Infestation, Mold Earth, Druidcraft
1st Level (4 slots): Charm Person, Cure Wounds, Entangle, Goodberry
2nd Level (4 slots): Barkskin, Earthbind, Enlarge/Reduce, Lesser Restoration, Pass Without Trace
3rd Level (3 slots): Daylight, Plant Growth, Daylight
4th Level (3 slots): Charm Monster, Polymorph, Guardian of Nature, Stone Shape
5th Level (3 slots): Greater Restoration, Tree Stride, Wrath of Nature
6th Level (2 slots): Bones of Earth, Flesh to Stone, Heal, Transport via Plants, Wall of Thorns
7th Level (2 slots): Plane Shift, Reverse Gravity
8th Level (1 slot): Feeblemind
9th Level (1 slot): Shapechange, True Polymorph, Power Word Heal
Staff of Ormr: As a bonus action, this staff can be activated. On doing so, the staff turns into the Ormr beast at the user's feet. Ormr takes its turn directly after the user and follows its exact commands. The user maintains a mental connection with Ormr and delivers orders as such. It takes no action to direct Ormr.
Wild Shape Transformation
1st Level: Absorb Elements
Opportunity Attacks:
Claw Lacerate. Melee Weapon Attack, +12 to hit, 10 ft reach, one target. Hit: 18 (4d6+4) slashing dmg plus 5 (2d4) poison dmg
Staff Whack. Melee Weapon Attack, +12 to hit, 10 foot reach, one target. Hit: 13 (2d8+4) bludgeoning dmg
This creature gets 2 legendary actions. It takes them after someone's turn. Only one legendary action can be used at a time. Legendary reactions reset at the end of his turn.
Wild Shape Attack (1/2 charges). Make an attack with the current creature's stat block. The attack used is the weakest attack. He can use two to make any attack actions with the creature.
Claw Lacerate (1 charge). Melee Weapon Attack, +12 to hit, 10 ft reach, one target. Hit: 18 (4d6+4) slashing dmg plus 5 (2d4) poison dmg
Spell Cast (2 charges). Expending both charges, he can cast any spell of 4th or lower. This uses the spell as normal and costs the appropriate spell slots. This spell can not be a spell with a cast time of reaction.
Lair and Lair Actions
Cathbaad lairs in the heavy forest. Where the trees are thickest and movement through is impossible, he carves out his lair. Nature bends to his will in most cases, so the trees move for him, the plants respond to his demeanor, and the wildlife around see him as their peer. His home is surrounded with big oak trees that act as walls and is scattered with smaller trees throughout. Shubbery lines the walkways he uses to get around, with a stream following the main walkway. Rocks line the stream and various areas of the trees. The surface area of the lair is a stubbled rectangle, 50ft by 100ft. The ceiling rises to 150ft, covered by the tree line. There is no sunlight within the lair, but it is lit up brightly by natural lights.
The lair goes on iniative count 17. It can take one of the following actions at a time. On the first round of combat, it does not take any actions unless Cathblaad rolls a higher initiative.
Tree Hugger. The trees lash out at someone nearby. The target contests a grapple check (10 ft reach) by the tree. The tree makes an Athletics check (+8) against the target's Athletics or Acrobatics. If the tree wins, the target is grappled. While grappled the target is considered restrained and suffers 6(1d12) bludgeoning dmg.
Werebear Summon. This option can only be used once per day. From the trees comes a Werebear. This uses the Werebear stat block. It rolls a seperate initiative and acts of its own accord. The Werebear will not attack Cathbaad by any means, but can become hostile to other creatures if provoked.
Water Whip. The stream attacks a nearby creature, as water whips out towards 3 creatures. Melee Weapon Attack, +8 to hit, 5 foot reach, one target per whip. Hit: 7 (2d6) piercing dmg plus 2 (1d4) cold dmg.
If the lair starts to catch fire, lair actions start to fade. On the third turn of a fire spreading, the lair can no longer take actions.
Previous Versions
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