Keen Smell. The panda has advantage on Wisdom (Perception) checks that rely on smell.
Nature Spirit. Difficult terrain composed of natural materials doesn't cost the panda extra movement.
Multiattack. The panda makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Wild Magic. Once per short rest, the panda may cast one of the following spells (DC 13): Entangle, Faerie Fire, Healing Word. No components are required.
Bamboo Smash. The panda slams the ground, causing bamboo to erupt in a 10 ft. radius around it. All creatures in the area must succeed on a DC 14 Dexterity saving throw or take 17 (3d10) bludgeoning damage. The terrain in that area becomes difficult terrain for 1 minute.
Bloomstep. The panda teleports up to 20 ft. to an unoccupied space it can see that is within natural terrain (e.g. grass, undergrowth, water). The space it leaves behind briefly blooms with glowing flowers.
Earthen Guard. Once per short rest, when a creature the panda can see is targeted by an attack, the panda may cause roots or stone to shield it, granting +3 AC until the start of that creature's next turn.
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