Medium Humanoid (Druid, Tortle), Any Alignment
Armor Class 19 (Natural Armor; shield)
Hit Points 203 (20d8 + 100)
Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
20 (+5)
INT
14 (+2)
WIS
21 (+5)
CHA
13 (+1)
Saving Throws INT +8, WIS +11
Skills History +8, Insight +11, Nature +8, Perception +11, Survival +11
Condition Immunities Blinded, Deafened, Frightened, Poisoned
Senses Passive Perception 21
Languages Common, Druidic, Gnomish, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

War Caster. You have Advantage on Constitution saving throws that you make to maintain Concentration. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands. 

Hold Breath. You can hold your breath for up to 1 hour.

Beast Spells. While using Wild Shape, you can cast spells in Beast form, except for any spell that consumes its Material component or uses a Material Component with a cost specified.

Fungal Body. The fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

Wild Resurgence. Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

Actions

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, InfestationPoison SprayThorn Whip

1st level (4slots): Absorb ElementsCure WoundsDetect MagicDetect Poison and DiseaseFaerie FireSpeak with Animals

2nd level (3slots): Animal MessengerBlindness/DeafnessEarthbind, Gentle Repose, Hold PersonLesser RestorationSpike Growth, Wither and Bloom

3rd level (3 slots): Animate DeadDispel MagicGaseous Form

4th level (3 slots): BlightConfusion, Grasping VinePolymorphStoneskin

5th level (3 slots): CloudkillContagionWall 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

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

 

Bonus Actions

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.

Reactions

Halo of Spores. You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d10 necrotic damage to that creature unless it succeeds on a Constitution saving throw DC 19.

Fungal Infestation(5/day). If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, as a zombie under your control, with 1 hit point. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

Habitat: ForestMountainSwampUnderwater

Kaldraco

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