Quarterstaff. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 7 (2d6) lightning or necrotic damage (Airdah's choice).
Dustburst. Airdah radiates a wave of pebbles and dust in a 15-foot radius around her. Each creature within that radius must make a DC 17 Dexterity saving throw, taking 7 (2d6) bludgeoning damage + 5 (2d4) necrotic damage, be pushed back 5 feet, and be blinded until the end of Airdah's next turn on a failure, or half as much damage and no other effects on a success.
Death Guardians (Recharge 5-6). Airdah summons 1d4+1 Undead of CR 6 or lower at points she can see within 20 feet of her. These undead cannot attack, move, or use any abilities whatsoever, but remain in their spots for 1 minute or until slain. While the Undead have hit points, Airdah's movement is reduced to 5 feet per round and she regains 2d6 hit points at the start of each of her turns, can still cast spells, and she has immunity to all damage. When that 1-minute timer runs out, Airdah gos back to normal and the Undead attempt to attack all creatures they can see that are hostile to Airdah until they are slain.
Spellcasting. Airdah's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
2nd level (3 slots): animal messenger, beast sense, wither and bloom
3rd level (3 slots): call lightning, meld into stone, dust devil
4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire
5th level (2 slots): commune with nature, reincarnate, tree stride
6th level (1 slot): heal, heroes' feast
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
Change Shape (2/Day). Airdah magically polymorphs into a beast or elemental with a CR of 6 or less, and can remain in this form for up to 9 hours. Airdah can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Airdah reverts to her true form if she dies or falls unconscious. Airdah can revert to her true form using a bonus action on its turn. While in a new form, Airdah retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or somatic components in her new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Teleport. Airdah teleports, a long with all equipment she is wearing or carrying, to a point she can see within 60 feet of her.
Energy Channel (Recharge 6). Airdah draws power from the dying and natural energies around her to regain 1d4 spell slots of 4th level or lower.
Airdah can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Airdah regains spent legendary actions at the start of her turn.
Cantrip. Airdah casts a Cantrip spell.
Dust Cloud. Airdah uses her Dustburst action.
Description
Airdah is a druid who wields necromantic magic in the name of the will of nature. Though it may seem that she shows little to no empathy toward others, it is mainly because she wishes nature to eventually decide their fates, not herself. Her whole philosophy is that nature shall purge the world of the weak and write the destinies of the strong in gold for all to know. She uses her magic to help the dead rest in peace, and has learned how to wield magic from numerous unknown extremely knowledgable and powerful spiritual beings to draw on the strength of nature to temporarily create her own Undead beings from the remnants of the rested spirits of the past. She is much older than she seems, and knows all about races, creatures, and types of magic long extinct from her wisdom of the ancients.
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