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