Huge Beast, Chaotic Evil
Armor Class 18
Hit Points 183 (15d8 + 7)
Speed 50 ft., Swim 50 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws STR +10, DEX +7, CON +9
Skills Perception +10
Damage Resistances Poison
Condition Immunities Poisoned
Senses Blindsight 10 ft., Passive Perception 12
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Improved Lunar Radiance. Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form’s attack

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 2d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)

Prepped Spells:

Longstrider. 10ft additional movement
Aid. 5th level casting. +20 Max HP
Heroes Feast. Adv on Wisdom Saves, Plus Max HP(20)Immune to fear and poison conditions, resistance to poison damage.
Freedom of Movement. Unaffected by difficult terrain, has swim speed, cannot have speed reduced by spell or magical effect, immune to paralyzed and restrained

Actions

Multi-Attack. This creature makes 2 attacks between Bite, Slam, Stomp, or Grasping Vine if in Lair. Cannot use same attack twice.

Bite. Melee Weapon Attack: 1d20+11 to hit, reach 5 ft, one target. Hit: (4d12+6) piercing damage
Slam. Melee Weapon Attack: 1d20+11 to hit, reach 5ft,  one target. Hit: (2d12+6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Stomp. Melee Weapon Attack: 1d20+11 to hit, reach 5 ft, one prone creature. Hit: (4d12 + 6) bludgeoning damage.

Raging Charge.  Must have 40ft of movement speed left. This creature charges in a 15ft wide and 40ft long path. This creature makes a Raging Slam attack on every target along its path and adds 10 damage to the hits. Only creatures who are missed by the Slam attack or save on Strength save can make an Opportunity Attack as it rages by. If this creature ends its charge with a prone target within 5ft of it, this creature can make a Stomp attack as a Bonus Action. This attack recharges on a 5-6 on a D6 roll at the start of its turn. 
Raging Slam. Melee Weapon Attack: 1d20+11 to hit, reach 5ft,  one target. Hit: (2d12+16) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.


Bonus Actions

Moonlight Step. You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to the druids Wisdom Modifier (5) You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

Activate Grasping Vine. Make a melee spell attack 1d20+10 against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (DC 18)

Legendary Actions

Activate Grasping Vine. Make a melee spell attack 1d20+10 against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (DC 18)

Biding Time. Roll a 1d6 to attempt to recharge the Raging Charge attack. Recharges on a 5-6.

Moonlight Step. You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

Description

This is the cursed wildshape form of a rotted druid. 

Lair and Lair Actions

On initiative 20, choose on of the two effects

Grasping Vine. Summon 1d4+1 Grasping Vine(s) on the map at DMs choosing. Each Vine has 30hp is immune to all conditions, vulnerable to cold and fire damage

Draining Vines.  Each creature currently grappled by Grasping Vines must make a DC 18 Constitution saving throw, taking 4d6 Necrotic damage on a failed save or half as much damage on a successful one. All damage done, turns into healing for the Cursed 

Habitat: Swamp

Giving

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