Multiattack. Uppa makes two Sickle attacks. He can replace one attack with a use of Spellcasting.
Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) slashing damage plus an additional 2d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
Spellcasting. Uppa casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 19, +11 to spell attack):
Cantrips (At will): Chill Touch, Druidcraft, Infestation, Poison Spray, Thorn Whip
1st level (4slots): Absorb Elements, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie Fire, Speak with Animals
2nd level (3slots): Animal Messenger, Blindness/Deafness, Earthbind, Gentle Repose, Hold Person, Lesser Restoration, Spike Growth, Wither and Bloom
3rd level (3 slots): Animate Dead, Dispel Magic, Gaseous Form
4th level (3 slots): Blight, Confusion, Grasping Vine, Polymorph, Stoneskin
5th level (3 slots): Cloudkill, Contagion, Wall of Stone
6th level (2 slot):Wall of Thorns
7th level (2 slot):Reverse Gravity
8th level (1 slot):Earthquake
9th level (1 slot): Storm of Vengeance
Wild Shape (4/Day). Uppa magically transforms into a Beast with a challenge rating of 1 or less and can remain in that form for up to 10 hours. Uppa reverts to his true form if it dies or falls unconscious. Uppa can revert to his true form using a bonus action.
Rules While Shape-Shifted. The following rules apply while you’re shape-shifted:
- You retain your personality, memories, and ability to speak.
- When you assume a Wild Shape form, you gain 20 Temporary HP.
- Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; HP; HP Dice; Int., Wis., and Cha. scores; class features; languages; and feats.
- You retain your skill and saving throws and use your Proficiency Bonus for them, and gain any proficiencies of the creature. If the Beast’s stat block has a higher skill or saving throw modifier, use the one in the stat block.
- You can cast spells without material component cost, and shape-shifting doesn’t break your Concentration.
- Your ability to handle objects is handled by the form’s limbs rather than your own. You can also choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear the equipment. Additionally, your equipment doesn’t change size, and any equipment that the new form can’t wear must fall to the ground or merge into the form. Any equipment that merges with the form has no effect while you’re in that form.
- You deal an additional 2d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
Symbiotic Entity. You can use Wild Shape to awaken the spores that infuse you to gain +80 temp HP, roll double damage dice for your Halo of Spores damage, and deal 1d6 additional necrotic damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again.
Spreading Spores. While your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw (DC 19). A creature can take this damage no more than once per turn.
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