Acrobatic Grappler. May use Acrobatics in place of Athletics when making grapple checks. Has Advantage on attack rolls against Grappled Targets.
Forest Walker: Ignores difficult terrain
Legendary Resistance: (3/Day) When Andrew fails a Saving Throw he may choose to pass instead.
Amber Strike: (3/Day) When you hit with a Fir Axe attack, deal an additional 3d8 Acid Damage
Multi-Attack. Make any combination of 2 Fir Axe or Thorn Bolt attacks.
Fir Axe. Melee Weapon attack, 1 target, 5ft range, 1d20+11 to hit, 2d6+6 Slashing Damage, any creature hit by this axe makes a DC 19 Constitution Save on a fail there body starts to begin to cover in Amber, granting attacks against them Advantage, and there attacks and dex saves to have disadvantage until Andrew's next turn.
Thorn Bolt. Ranged Spell Attack, 120ft range, 1 target, 1d20+11 to hit, 2d6+6 Piercing Damage, each creature within 10ft of the target makes a DC 19 Dexterity Save, or takes 2d8 Piercing Damage, or half as much on a pass.
Wrath of the Amber Forest: (Recharge 5 or 6) Each creature in a 30ft Sphere within 120ft of you, each make a DC 19 Wisdom Save. on a fail they take 4d10 Bludgeoning Damage and become grappled, on a fail of 5 or more they take an additional 4d10 Acid Damage, on a fail of 10 or more they become Restrained as well.
Thorn Whip: When you make an attack with Fir Axe you may make this attack as well against a target within 10ft of the original target (including the target itself) 1d20+11 to hit, 2d6 Slashing Damage and the target becomes Grappled (Escape DC 21).
Regenerative Pheromones: (3/Day) You heal for 3d10+7.
Forest Step: Teleport up to 30ft to an area you can see.
Thorn Armour. When a target hits you with a melee attack, thorn burst from your armour, the attacking creature makes a DC 19 Dexterity Save, on a fail they take 3d6 Piercing Damage, or half as much on a success, the effects persists against all melee attacks until the end of the turn.
Disrupting Spores: when a creature you can see within 60ft attempts to cast a spell, they make a DC Save with their Spellcasting ability, if they fail the spell fails and the spell slot is wasted, and they take an amount of d6 poison damage equal to the level of the spell.
Has 3 Legendary Actions
Fir Axe (Costs 1 Actions). Make a Fir Axe attack
Amber Spray (costs 2 Actions) Each creature in a 30ft Cone makes a DC 19 Dexterity Save on a fail they take 4d6 Acid Damage and become Grappled for 1 minute (Escape DC 21)
A Thorn in your side (costs 3 Actions) make a Thorn Bolt attack against each creature within range, you are immune to all damage form this attack.
Description
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Lair and Lair Actions
Lair action goes on initiative count 20 losing ties, roll 1d4 to determine the lair action, the same lair action cannot happen twice in a row, so reroll if you get the same number.
Andrew David Amber is unaffected by his own lair actions.
- brambles and thorns grow from the floor, turning it to difficult terrain, additionally creatures take 1d4 damage for each 5ft they move.
- vines attempt to wrap around all creatures, each creature makes a DC 18 Dexterity Save, on a fail they are grappled and restrained (Escape DC 18) until the next lair action
- All creatures make a DC 18 Constitution Save as plants release a mixture of chemical into the air, on a fail creatures suffer 4d6 Poison Damage and become poisoned for 1 minute, repeating the save at the end of each turn.
- Each creature makes a DC 19 Constitution Saving throw on a fail they spend their next turn coughing and spluttering, and do not get an Action.
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