Innate Spellcasting. Bohem's innate spellcasting ability is Charisma (spell save DC 15). Bohem can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: blight, dominate beast, spike growth
1/day each: modify memory, forest of dread
Eldritch Mask. Bohem's mask is the source of their power. The mask has AC 22 and 25 hit points. The mask is immune to all damage except bludgeoning, fire, force, piercing, and slashing damage and it doesn’t take damage from effects that target an area. While Bohem is wearing its mask, they have advantage on saving throws against spells and other magical effects, can cast speak with animals and plants at will, and can’t be deafened or magically put to sleep. If the mask is destroyed, they lose these benefits.
Legendary Resistance (3/Day). If Bohem fails a saving throw, it can choose to succeed instead.
Treestep. Once on its turn, Bohem can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. After using this trait, Bohem gains the benefits of the barkskin spell until the start of its next turn.
Multiattack. The Hunter makes two attacks: one with its gravetouch and one with its wormwater.
Gravetouch. Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 25 (6d6 + 4) necrotic damage.
Wormwater. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 24 (8d4 + 4) poison damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Rootprison (Recharge 4-6). Bohem chooses up to five creatures within 30 feet of a tree the Hunter can see. Each creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 18 (4d8) piercing damage and is restrained for 1 minute. Whenever a restrained creature uses its action to make an attack or cast a spell, it takes 9 (2d8) piercing damage. A creature can use its action to make a DC 15 Athletics check to break itself or another creature within its reach free, ending the effect on that creature on a success.
Wooden Labyrinth. Bohem chooses a creature they can see within 120 feet of them. The target must make a DC 15 Wisdom saving throw. On a failure, the creature becomes magically lost, automatically failing all Nature and Survival checks it makes for the next 24 hours and being unable to escape the woods. The creature isn't aware of this effect. On a success, the creature is immune to this effect for the next 24 hours and knows it was targeted by some sort of magic.
They Have Eyes. Bohem transports their senses into any tree within 500 miles of them that they have seen, seeing and hearing as if they occupied the tree’s space, until they end the effect (no action required). During this time, it is blind and deaf in regard to its own senses.
House of Leaves (3/Day). When Bohem is hit by an attack, they turn into a pile of leaves and reappears in the branches of a tree within 60 feet of it, causing the attack to miss.
Bohem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bohem regains spent legendary actions at the start of their turn.
Claim the Dead (Costs 1 Action) Yorshka's Hair begins to grow on a dead creature. Allies within 15 ft of the corpse gain 2d12 temporary hit points.
Treestep (Costs 2 Actions) Bohem uses Treestep.
Claim the Living (Costs 3 Actions). Yorshka's Hair begins to grow on the wound of a living creature that has suffered a Broken effect during combat. All healing is prevented. An ally must succeed a DC 15 Medicine check to remove the Yorshka's Hair from the afflicted Individual.
Description
Bohem is the first of Green Sun Yorshka's Mud Young progeny. They are the oldest, the wisest, and strongest of their kind, and wish to protect the Green Sun from trespass.
They wish to keep their world separate from the kingdoms of Men, but do not revel in violence, preferring to misguide and misdirect instead.
Lair and Lair Actions
Bohem has claimed all of the Fluteweald Forest as his lair. As long as they are within this forest, they are considered "in their lair".
Lair Actions
On initiative count 20 (losing initiative ties), Bohem takes a lair action to cause one of the following effects; Bohem can’t use the same effect two rounds in a row:
- d2 Mud Young emerge from the trees.
Regional Effects
The region containing Bohem’s lair is [enter the effect description], which creates one or more of the following effects:
- Detect Presence. Bohem is aware of other creatures within 100 miles of its lair unless they are hidden by magic. Creatures within this range sometimes feel as if they are being watched and that things are beginning to look similar.
- The Tangle. The land within 100 miles of the lair takes twice as long as normal to traverse as the trees themselves seem to move and landmarks are never consistent.
If Bohem dies, these effects fade over the course of 2d12 days.
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