| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +4 |
| CHA | 12 | +1 | +1 |
Corrupted Form. Plants within 10 feet of the spirit blacken and wilt. The area is free of natural difficult terrain for the spirit, and plant creatures within this aura have disadvantage on attack rolls.
Magic Resistance. The spirit has advantage on saving throws against spells and other magical effects.
Forest Camouflage. The spirit has advantage on Dexterity (Stealth) checks made to hide in wooded terrain.
Multiattack. The forest spirit makes two Thornlash attacks.
Thornlash. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 9 (2d6 + 2) piercing damage.
Withering Pulse (Recharge 5–6). The spirit emits a wave of necrotic energy in a 15-foot radius. Each creature of the DM’s choice in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) necrotic damage and can’t regain hit points until the end of its next turn. On a successful save, the creature takes half damage.
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