Medium Plant, Chaotic Evil
Armor Class 20
Hit Points 184 (16d6 + 128)
Speed 40 ft., Swim 40 ft.
STR
10 (+0)
DEX
24 (+7)
CON
26 (+8)
INT
14 (+2)
WIS
28 (+9)
CHA
8 (-1)
Saving Throws DEX +12, CON +13, WIS +14
Skills Acrobatics +32, Stealth +32
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 90, Passive Perception 25
Languages Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Grasping Aura. Corrupted Dryad has a 30ft aura, any creature that starts its turn on the aura or enters it for the first time on its turn must make a DC 22 Dexterity save of become grappled by roots, requiring an action to attempt to break out with a DC 22 Athletics or Acrobatics check.

Forest Walker: Ignores all Difficult Terrain, and when standing still in a forest environment requires a DC 25 Investigation Check to identify

Spellcasting. Corrupted Dryad is a 16th level spellcaster, with +`16 to hit and a spell save DC of 23

  1. (5) Ice Knife, Witch Bolt, Silvery Barbs, Chromatic Orb
  2. (4) Wither and Bloom, Spike Growth, Enlarge/Reduce,
  3. (4) Dispel Magic, Wall of Water, Erupting Earth
  4. (4) Blight, Watery Sphere, Guardian of Nature
  5. (3) Wrath of Nature, Greater Restoration, Contagion
  6. (3) Wall of Thorns, Primordial Ward, Heal
  7. (2) Regenerate, Whirlwind, Reverse Gravity
  8. (2) Feeblemind, Tsunami, Sunburst
  9. (1) Foresight, Time Stop
Actions

Multiattack. May cast a spell and make one attack

Rotten Bough. Melee Weapon Attack: +15 to hit, one target, 5ft reach, 2d6+6

Thornspike. Ranged Weapon Attack, +16 to hit, 3d6+9 Magical Piercing Damage.

Bonus Actions

Will of the Grove: (1/Day) Each creature of your choice makes a DC 23 Wisdom Save on  fail they take 10d10 or 8d10 Fire/Cold/Lightening/Thunder/Acid/Poison Damage, and each ally heals for that amount.

Polluted Nature: Target One Creature within 90ft, it makes a DC 23 Wisdom Save on a fail it loses 1d4 to its AC and all saves rolled immediately until the end of Corrupted Dryad's next turn.

Treestrider: Can teleport up to its movement speed.

Reactions

Bramble-shell. When a creature attacks you with a melee attack, you may use your reaction to increase your AC by 4 and deal 2d6 Piercing Damage back to each attacker.

Fallow Harvest: When a creature within 90ft attempts to cast a spell it must make a spellcasting ability check against your spell save DC, on a fail the spell fails and you restore an amount of HP the spell level d6's

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair actions, roll a d4, each lair action last until the next one, cannot have the same one twice in a row

1. All creatures regain 3d10 Hit points at the start of their turn.

2. All creature make a DC 22 Constitution Save on a fail they take 4d12 Necrotic Damage and there movement speed is halved.

3. All creatures make a DC 22 Wisdom Save or become Vulnerable to poison

4. All creature regain all abilities and spellslot they would regain on a longrest but not the healing or exaustion

Zylithe

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