Medium Humanoid
Armor Class 14 Leathers & Shield
Hit Points 11 (1d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws INT +2, WIS +5
Skills Animal Handling +5, Arcana +5, History +2, Nature +5
Senses Darkvision 120 ft., Passive Perception 13
Languages Giant, Goblin, Orc
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Sporeling of Da Skeema (1/day). Your plans have an uncanny way of working out, even if not in the intended manner. Once per day when you are not surprised, you can roll your initiative with advantage, provided you wear predominately yellow of course.

Actions

Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) Slashing damage. 

Nature Bolt. Ranged Spell Attack: +5 to hit, range 30/90 ft., 1 target. Hit: 5 (1d10) Fire, Cold, Lightening or poison damage (your choice).

Natures Wrath (1/day). Ranged Spell Attack: +5 to hit, range 50/150 ft., 1 target. Hit: 5 (1d12) Fire, Cold, Lightening or poison damage (your choice) plus an additional 1d6 of the same damage type to any creatures within 5 ft.

Natures Cure (1/day). Restore 1d4+3 hit points to a creature within 60ft.

Utility Spells. You can cast the following spells oat will guidancelightDruidcraft

Utility (1/day each). You can cast the following spells once per day each Detect Magic & Faerie Fire

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