Large Humanoid, Neutral Good
Armor Class 17 Natural Armor
Hit Points 136 (16d10 + 48)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws CON +7, WIS +9
Damage Resistances Slashing from Nonmagical Attacks; Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 15
Languages Druidic, Common, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The Cochise "Bloom Walker" is a 6-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Cochise "Bloom Walker" has following Druid spells prepared:
Cantrips (at will): Druidcraft, Thorn Whip
1st level (5 slots): Entangle, 

3rd level (4 slots): Call Lightning, Plant Growth, Dispel Magic, Aura of Vitality

4th level (3 slots): Conjure Woodland Beings

5th level (2 slots): Awaken, 

6th level (1 slots): Wall of Thorns, 

Actions

Bloomstrike Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 2d10 + 5 bludgeoning damage plus 1d8 radiant. If the target is a plant or beast, it must succeed on a DC 15 Wisdom saving throw or be charmed by Cochise for 1 minute.

Summon Vine Panthers (Recharge 5–6). Cochise magically summons 2 Vine Panthers (use Panther stat blocks with +2 AC and magical attacks). They act on her initiative.

Verdant Pulse (1/day). Cochise causes an explosion of Bloom energy in a 30 ft. radius. All allies in the area regain 4d8 HP, and all enemies must succeed on a DC 17 Con save or be restrained by rapidly growing vines for 1 minute (repeat save at end of turn).

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 

  • Root Grasp. Cochise targets one creature within 30 ft. that must make a DC 15 Strength save or be restrained for 1 round.

  • Bloom Shift. Cochise teleports up to 15 feet by stepping through natural terrain

 

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Forest

MicroManager

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