Medium Fey (Elf), Chaotic Neutral
Armor Class 16 Natural
Hit Points 123 (13d12 + 45)
Speed 35 ft.
STR
11 (+0)
DEX
13 (+1)
CON
13 (+1)
INT
14 (+2)
WIS
20 (+5)
CHA
8 (-1)
Saving Throws STR +6, DEX +7, CON +7, INT +8, WIS +15, CHA +5
Skills Perception +11
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 21
Languages Common, Deep Speech, Druidic, Elvish
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Spider Climb. Adair can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Of Bark And Bone. Adair makes Dexterity (Stealth) checks at advantage. Additionally, any Wisdom (Perception) checks made to see her has disadvantage, and she has advantage on Dexterity (Stealth) checks made to hide.

War Caster: Adair makes saves on concentration saving throws at advantage 

Multiattack. Adair can make two Primal Savagery attacks or thorn whip attacks.

Bloodthirsty strike (3/day). When Adair hits a creature with a weapon attack, she can expend a charge to deal an extra 4d6 necrotic damage to the target, and regains a number of hit points equal to the necrotic damage dealt.

Spellcasting. Adair is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Adair has the following druid spells prepared:

Cantrips (at will): Control Flames, Produce FlamePoison Spray


1st level (4 slots): Cure Wounds, EntangleThunderwave

2nd Level (3 slots): Heat MetalPass Without TraceMoonbeamSpike Growth

3rd Level (3 Slots): Call LightningPlant GrowthConjure Animals

4th Level (3 Slots): BlightGrasping VineGuardian of Nature

5th Level (3 slots): Wrath Of NatureContagion, Tree Stride

6th Level (2 slots): Wall of thornsSunbeam

7th Level (1 slot): Fire Storm

 8th Level (1 slot) Antipathy/Sympathy

9th Level (1 Slot) Storm Of Vengeance

Actions

Primal Savagery. Melee spell attack: (1d20)+11 to hit. reach 5 ft., one target. Hit: 30 (4d10) acid damage.

Thorn Whip. Melee spell attack: (1d20)+11 to hit. reach 30ft., one target. Hit: 18 (4d6) piercing damage. If hit and the creature's size is large or smaller they are pulled 10ft closer to her.

Bonus Actions

Change Shape (2/Day). Adair magically transforms into a Beast or an Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. Adair can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Adair reverts to her true form if she dies or falls unconscious. Adair can revert to her true form using a bonus action.

While in a new form, Adair's stat block is replaced by the stat block of that form, except Adair keeps her current hit points, her hit point maximum, this bonus action, her languages and ability to speak, and her Spellcasting action.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Spore Burst (1/day): Adair emits poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of her next turn. 

Description

They are but a shadow of their former self wrought with denial that their family is once again gone. Memories are nothing but shattered pictures and broken sentences. Their only goal is to protect the forest, the reconstructed Ghalahad, and the one that lies beyond the wall that shares the same pain. Their face concealed by a wooden mask of the surrounding animals and skin covered in vines and bark, crudely becoming one with the forest herself, there is very little resemblance to her original form. Vicious bone like claws take place of her nails and magic and mania ooze out of her very core

Habitat: Forest

8bit_the_dashing_rouge

Comments

Posts Quoted:
Reply
Clear All Quotes