Large Humanoid (Ranger), Neutral Good
Armor Class 18 (natural armor)
Hit Points 360 (14d10 + 28)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
19 (+4)
CHA
17 (+3)
Saving Throws INT +7, WIS +10
Skills Insight +7, Nature +4, Perception +7
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (2/Day). If the Beastmaster fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Beastmaster has advantage on saving throws against spells and other magical effects.

Master of Beasts. The Beastmaster can comprehend and communicate with any Beast, even if the Beast knows no languages.

Actions

Multiattack. The Beastmaster makes either two Moon Bolt attacks, two Longsword Attacks, or one of each

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Moon Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) radiant damage.

Spellcasting. The Forest Master casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):

At will: druidcraft, fog cloud, guidance

2/day each: goodberry, greater restoration, pass without trace, speak with plants

Bonus Actions

Erupting Briars (Recharge 4–6). The beastmaster touches his hand to the earth and causes a 5-foot-tall wall of briars to erupt in a 90-foot line that is 10 feet wide. When the wall appears, each creature in its area is pushed into the nearest unoccupied space adjacent to the wall and must make a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save or half as much damage on a successful one.

The wall of briars lasts until the start of the beastmasters next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the beastmaster. The first time a creature enters the wall’s area on a turn, that creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) piercing damage.

Reactions

Misty Escape. If the Beastmaster takes damage from a melee attack, he, along with any equipment he is wearing or carrying, teleports to an unoccupied space within 30 feet that he can see.

Description

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daltonx2001

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