| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 13 | +1 | +1 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +5 |
| WIS | 18 | +4 | +7 |
| CHA | 14 | +2 | +5 |
Shepherd of the Gulthias. Belak does not age as long as the Gulthias tree lives, nor does he need to sleep, although he must meditate for at least 6 hours during a long rest to regain his spells; Belak is aware of his surroundings in this state. Blights of any kind will not harm Belak and cannot be compelled to do so by any means. Whenever a creature that is a Plant targets Belak with an attack or harmful effect, it must succeed on a DC 15 Wisdom saving throw or be forced to choose a different target.
Spellcasting. Belak is an 8th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Belak can use his Nature’s Mantle as a spell casting focus, and has the following druid spells prepared;
Cantrips (at will): gust, infestation, mold earth, shillelagh, thorn whip
1st level (4 slots): entangle, fog cloud, speak with animals, thunderwave
2nd level (3 slots): barkskin, darkvision, spike growth
3rd level (3 slots): call lightning, speak with plants
4th level (2 slots): blight
Special Equipment. Belak wields a pale gnarled Wand of Entangle and a curved, wooden magic dagger; both crafted from the limbs of the Gulthias tree. The handle of the dagger is wrapped in plumb-stained leather, its edge still seeps the toxic sap of the tree; allowing the dagger to function as a Dagger of Venom (included in attack). The name “blight claw” is etched into the daggers blade in old druidic. Belak’s cloak is fashioned from the remains of a cloak of protection; its tattered edges and holes are patched with wolf hide and woven thin-roots from the gulthias tree. The corruption of the tree has reformed the magic cloak, it now functions as a Nature's Mantle (included in stat block).
Multiattack. Belak makes two weapon attacks.
Blight Claw (+1 Dagger). Melee Weapon Attack: +5 to hit (+8 to hit with shillelagh), reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage or 9 (1d8 + 5) piercing damage with shillelagh; plus 10 (2d10) poison damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The sickle can't be used to poison a creature again until the next dawn.
Wand of Entangle (1-7 charges). Belak expends a charge from his magic wand to cast entangle. (The spell does not require concentration when cast from the wand while within the grove). The wand regains 4 (1d6 + 1) charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Gust of Wind. As an action, Belak casts gust of wind.
Nature’s Mantle. When Belak is in an area that is lightly obscured, he can hide as a bonus action even if he is being directly observed.
Speed of the Adder. Belak casts a spell he knows with a casting time of 1 action. (Belak can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.)
Bind Elements (3/day). 2nd Level Spell: range 60 feet, components V S, duration 1 round. As a reaction when he sees a creature casting a spell of 3rd level or lower within range that deals acid, cold, fire, lightning, or thunder damage, Belak can force that creature to make a DC 15 saving throw using its spellcasting ability. On a failure, the creature's spell fails and it has no effect, and a small orb of elemental energy appears in Belak's hand. Belak can use a bonus action on his next turn to fling the orb, making a ranged spell attack (+7) using the orb against a creature within 60 feet. On a hit, the orb deals 3 (1d6) damage of the type absorbed, plus an additional 3 (1d6) elemental damage for each level of the spell absorbed.
Gift of the Gulthias. In response to being attacked by a creature he can see, Belak casts barkskin, provided he has a 2nd-level spell slot available. (The spell doesn't require concentration when cast in this way.)
Lair and Lair Actions
Belak’s Lair
Belak lairs in the Twilight Grove. In the grove, Belak tends to a garden of blights, using his own twisted druidcraft to help the offspring of the Gulthias Tree flourish. The grove is defended by blights and by any Gulthias Thralls that may be present.
While Belak is within the twilight grove, he can take lair actions as long as he isn’t incapacitated.
On initiative count 20 (losing initiative ties), Belak can take one of the following lair action options, or forgo using any of them in that round:
• Until initiative count 20 of the next round, the ground in a 60 foot radius centered on the gulthias tree becomes densely overgrown with tangled, rotting-thorny roots; this area is treated as difficult terrain by any creature that is not a blight or an ally of the gulthias tree.
• Belak targets up to 6 Blights he can see within 60 feet, each blight regains 9 (2d8) hit points.
Regional Effects
The region surrounding the Twilight Grove is warped by the Gulthias tree's unnatural influence, creating the following effects:
- Plants within 6 miles of the lair wither and become blighted. Their stems and branches grow twisted and thorny, choking the paths, underbrush, and canopy of the environment.
- Blights within 500 feet of the lair act as guardians of the gulthias tree and are unnaturally hardy; they gain 5 temporary hit points each day at dawn.
- Blights inside the Twilight Grove can sense the location of other creatures that are also inside the grove, as long as both creatures are touching the ground or making contact with any plants that are blighted.
If the Gulthias tree is uprooted and destroyed by fire, all regional effects fade after 2d6 days.
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