Medium Humanoid (Elf, Shapechanger), Chaotic Neutral
Armor Class 15 Unarmoured Defense
Hit Points 132 (12d8 + 48)
Speed 35 ft.
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
9 (-1)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws INT +2, WIS +8
Skills Nature +3, Perception +8, Stealth +4, Survival +8
Damage Resistances Lightning
Senses Darkvision 60 ft, Passive Perception 18
Languages Common, Druidic, Elvish, Primordial, Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. Advantage on saving throws against being charmed, cannot be put to sleep by magic.

Mask of the Wild. Wrathblight can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.

Reckless Attack. Wrathblight can gain advantage on melee weapon attack rolls that use Strength or Wisdom during their turn but if they do so, all attacks against them have advantage until their next turn.

Mana Horror. Wrathblight can recover Mana from magical attacks. Whenever Wrathblight takes damage from a spell, magical effect or magic weapon attack, they gain points equal to the number of damage dice rolled. While they have unspent Mana Horror points, they have disadvantage on miscasting and psychogeography saves. When they make a saving throw against a magical effect or spell, they can spend a Mana Horror point to gain advantage on the save. Once they have spent a point in this way, they cannot do so again until the end of their next turn.

Horror of Wrath. While Wrathblight has unspent Mana Horror points, the first weapon or spell attack they hit with on their turn deals lightning damage equal to half their current Mana Horror points rounded down (minimum of 1).

Primal Magic Horror. Whenever Wrathblight casts a spell and they have unspent Mana Horror points, they regain 1d4 hitpoints per level of the spell and lose Mana Horror points equal to the level of the spell or all their remaining Mana Horror points, whichever is lesser.

Spellcasting. Wrathblight is a 9th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Wrathblight has the following Druid spells prepared:
Cantrips (at will): Druidcraft, Thorn Whip, Infestation, Chill Touch
1st level (4 slots): Absorb Elements, Create or Destroy Water, Cure Wounds, Entangle, Fog Cloud

2nd level (3 slots): [Blindness/Deafness], [Gentle Repose], Dust Devil, Flaming Sphere, Gust of Wind, Healing Spirit, Moonbeam

3rd level (3 slots): [Animate Dead], [Gaseous Form], Dispel Magic, Meld Into Stone

4th level (3 slots): [Blight], [Confusion], Freedom of Movement

5th level (1 slot): [Cloudkill], [Contagion],  Conjure Elemental, Insect Plague

Actions

Symbiotic Entity. Wrathblight channels magic into the cloud of spores that surrounds them. They gain 36 temporary hitpoints and for the next ten minutes their melee weapon attacks and Halo of Spores deal an additional damage die of poison damage.

Wild Shape. Wrathblight transforms into a beast of CR 1 or less for up to four hours, replacing their Strength, Dexterity and Constitution with those of the creature as well as adding the skill and saving throw proficiencies of the creature to their own. If they have the same proficiencies, they keep whichever one is higher. They assume the hit points of the beast and Hit Dice. When they revert to their normal form, they have the same number of hit points as they did when they transformed unless they took more damage than the beast's hitpoints. They cannot cast spells but can maintain concentration while transformed.

Mage Horror. Wrathblight spends Mana Horror points to regain spell slots. The combined level of the spell slots must be equal to half the total Mana Horror points spent.

Multiattack. Wrathblight makes one attack with each of their weapons.

Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) piercing damage. 

Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 4 (1d6) slashing damage.

Reactions

Rage. When they take or deal damage, Wrathblight can enter a Rage. While raging, they have advantage on Strength saves and ability checks, their melee weapon attacks deal an additional 2 damage and they have resistance to bludgeoning, piercing and slashing damage. While Wrathblight is raging, all creatures within 10 feet of them take 2 points of poison damage at the start of Wrathblight's turn.

Halo of Spores. When a creature they can see moves into a space within 10 feet of Wrathblight or starts its turn there, Wrathbligh can deal 1d6 necrotic damage to the creature unless it succeeds on a DC17 Constitution saving throw.

Fungal Infestation. If a small or medium beast or humanoid dies within 10 feet of Wrathblight, they can animate it as a zombie. It stands up immediately with 1 hitpoint and acts according to Wrathblight's commands. It can only take the Attack action. Wrathblight can use this feature up to 5 times and regains expended uses when they finish a long rest.

Description

Wrathblight is a Wood Elf Spore Druid who has lost control of their power, becoming a Mana Horror. They are consumed by a vengeful fury at the encroach of civilisation on their home and the plight of elves under the Bright Empire.

Lair and Lair Actions

Wrathblight lairs in a shadowy grove at the heart of Blightwood. The air is filled with their spores and is lightly obscured.

Lair Actions

On initiative count 15 (losing initiative ties), Wrathblight takes a lair action to cause one of the following effects; Wrathblight can’t use the same effect two rounds in a row:

  • Vines reach out from nearby trees to pull unwary creatures to their doom. A creature of Wrathblight's choice that they can see must make a DC10 Dexterity save or be restrained. While they are restrained, the creature takes 1D4 poison damage at the start of each of their turns and must use their action to break free of the vines with a DC15 Strength (Athletics) or Dexterity (Acrobatics) check. Creatures killed in this fashion become Spore Servants 1D6 hours later.
  • Fungal spores in the air are drawn to targets. Up to five creatures that Wrathblight can see must make DC10 Constitution saves or become poisoned until the end of their turn.

Regional Effects

The region containing Wrathblight’s lair is a gnarled and twisted forest where mushrooms and other fungi grow in the darkness. The sheer volume of Mana in the air leaves an unmistakable tension and overwhelming sense of dread. This creates the following effects:

  • Animals and birds in the region become laden with spores and have mushrooms growing on them. They behave erratically, often attempting to infect other creatures with the spores.
  • The DC for saves against miscasting and psychogeographic effects is 12.

If Wrathblight dies, these effects fade over the course of 1d8 days.

theniche