Amphibious. Anura can breathe air and water.
Innate Spellcasting. Anura’s innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:
At will: druidcraft, cure wounds, thorn whip (at 17th level)
3/day each: dispel magic, entangle, wither and bloom, tidal wave,
1/day each: moonbeam, polymorph, transport via plants
Magic Resistance. Anura has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. Anura can communicate with beasts and plants as if they and she shared a language.
Multiattack. Anura can make three attacks using her vine staff.
Vine Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (4d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.
Suppress Magic (Recharge 5–6). Anura targets one magic item she can see within 120 feet of her. If the magic item isn’t an artifact, its magical properties are suppressed for 10 minutes, until Anura is incapacitated or dies, or until she uses a bonus action to end the effect.
Change Shape (2/Day). Anura magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. She can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. She reverts to her true form if she dies or falls unconscious. Anura can revert to her true form using a bonus action on her turn.
While in a new form, Anura 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 its spells with verbal or somatic components in her new form.
Her new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Lair and Lair Actions
Anura’s Lair
Anura presides over a mystic swamp near the heart of the Deep Wilds. It is overgrown with giant lilipads and populated with frogs
Lair Actions
On initiative count 20 (losing initiative ties), the Anura can take a lair action to cause beckon for the help of one of her magical frogs. Each frog has a special ability given to them in life, but otherwise have the same statistics of a frog. If one of her frogs are killed, they do not transform back to their original forms. They can be reverted to their original form with the use of a greater restoration:
- Red Frog: Anura's next Attack roll is made with advantage.
- Yellow Frog: Anura's next Saving Throw is made with advantage.
- Green Frog: Anura can end one condition on her.
- Cyan Frog: Anura is granted a d10 Inspiration die until initiative count 20 on the next round.
- Indigo Frog: Anura's AC is increased by 5 until initiative count 20 on the next round.
- Violet Frog: Anura is healed for 15 hit points.
Previous Versions
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4/6/2024 7:16:01 PM
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Coming Soon
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