Eight/Realmbreaker. Wrenn has bonded with the legendary tree Realmbreaker, renaming it "Eight". They are joined through mind, body & soul. Eight/Realmbreaker acts as additional limbs for Wrenn, including her legs. Without Eight/Realmbreaker, Wrenn would slowly die if she cannot bond with another tree. If they choose so, a creature can directly attack Eight/Realmbreaker instead of Wrenn. Eight/Realmbreaker has AC 22 and 200 Hit Points. Wrenn will protect Eight/Realmbreaker and prioritise healing her bonded tree at the expense of her own safety
Legendary Resistance (3/day). If Wrenn & Eight fails a saving throw, she can choose to succeed.
Magic Weapons. Wrenn & Eight's attacks are considered magical.
War Caster. Wrenn & Eight can use her reaction to cast a spell with a casting time of 1 action against a creature that leaves her melee range.
Spellcasting. Wrenn & Eight is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +12 to hit with spell attacks). Wrenn & Eight has following Druid spells prepared:
Cantrips (at will): Druidcraft, Primal Savagery, Thornwhip
1st level (5 slots): Cure Wounds, Entangle, Thunderwave
2nd level (5 slots): Enlarge/Reduce, Heat Metal, Hold Person, Moonbeam
3rd level (4 slots): Dispel Magic, Speak With Plants, Tidal Wave
4th level (4 slots): Blight, Ice Storm, Polymorph
5th level (3 slots): Conjure Elemental, Wrath of Nature
6th level (2 slots): Heal, Sunbeam
7th level (1 slot): Fire Storm
Multiattack. Wrenn & Eight can cast a spell. She then makes two attacks with her claws.
Claw Attack. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 20 (4d8 + 8) slashing damage.
Enter the description for how bonus actions work for your monster here.
Opportunity Attack. Wrenn & Eight can use her reaction to cast a spell with a casting time of 1 action against a creature that leaves her melee range.
Wrenn & Eight can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Wrenn & Eight regains spent legendary actions at the start of her turn.
Claw Attack (Costs 1 Action). Wrenn & Eight makes a claw attack
Cast a Spell (Costs 1 Action). Wrenn & Eight can cast a spell of third level or lower
Realmbreaker (Costs 3 Actions). Wrenn & Eight unleashes the full might of her bonded tree, Realmbreaker. Each creature within 30 feet of Wrenn & Eight must make a DC 18 Intelligence Saving Throw, taking 6d10 Force damage on a failed save, or half as much on a success. A creature that fails the save is also stunned until the end of their next turn
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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