Medium Fey, Chaotic Good
AC 13    Initiative +1 (11)
HP 36 (8d8)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 13 +1 +1
CON 11 +0 +0
Mod Save
INT 12 +1 +1
WIS 15 +2 +2
CHA 18 +4 +4
Skills Medicine +4, Persuasion +7
Senses Darkvision 60 ft.; Passive Perception 14
Languages Primordial, Sylvan
CR 1 (XP 200; PB +2)
Traits

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

Plant Stride. Once on its turn, the ashira can use 5 feet of its movement to step magically into one living plant within its reach and emerge from a second living plant within 500 feet of the first tree, appearing in an unoccupied space within 5 feet of the second plant. Both trees must be Medium or bigger.

Actions

Multiattack. The ashira makes two Thorny Hand attacks.

Thorny Hand. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage.

Fey Charm. Wisdom Saving Throw: DC 14, one Humanoid or Beast that can see the ashira within 30 feet. Failure: The target is Charmed for up to 24 hours, until the ahira dies or is on a different plane of existence, or until the ahira ends this effect as a Bonus Action. The Charmed creature regards the ashira as a trusted friend to be heeded and protected. Although the target isn’t under the ashira's control, it takes the ashira's requests or actions in the most favorable way it can. Each time the ashira or its allies harm the target, it can repeat the saving throw. Success: The effect ends on the target.

Reactions

Plant Meld (3/Day). If the ashira is within 5 feet of a living plant when a creature attacks it, the ashira can merge with the plant for safety, increasing its AC to 17 until the end of its next turn or until it leaves the safety of the plant.

Previous Versions

Name Date Modified Views Adds Version Actions
3/8/2025 4:58:00 PM
2
1
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Habitat: Desert

TheBooksDoctor

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