| Mod | Save | ||
|---|---|---|---|
| STR | 4 | −3 | −3 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +2 |
| WIS | 14 | +2 | +4 |
| CHA | 8 | −1 | −1 |
Thorn Communion. Can cast Entangle once per long rest. Has advantage on Wisdom (Animal Handling, Nature) checks involving plants, corrupted flora, or fungal spirits.
Echo of Pain. When struck by a melee attack, attacker must succeed on a DC 12 Wisdom saving throw or take 1d4 psychic damage and hear the Bramblemother’s voice within their blood.
Sacrificial Bloom (1/day). As a bonus action, you may sacrifice 1d4 of your own HP to plant a violet vine-sigil at the familiar’s location. The sigil emits dim light in a 10-ft radius for 1 minute. Allies within the light: advantage on saves vs. fear, and your druid spell save DC increases by +1 while in the light.
Briar Snap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage. Target must succeed on a DC 12 Constitution save or take an additional 1d4 psychic damage as thorn-essence lodges in the wound.
Root Tongue (Recharge 4–6). The Echoling animates roots. Each creature within 5 ft. must make a DC 13 Dexterity save or be pulled 5 ft. and have disadvantage on their next attack roll.
Spite Glimmer. The Echoling emits fae light at one creature within 30 ft. Target must succeed on a DC 12 Wisdom save or suffer disadvantage on its next Wisdom/Charisma check and hear a whispered truth it tried to forget.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Level 15 (1 per round)
Thorn Veil: Brambles erupt in 10-ft. radius. Area lightly obscured until start of its next turn. Allies gain advantage on Dexterity (Stealth). Enemies take 1d4 piercing if they move through.
Level 17–18 (2 per round)
Bloodroot Pulse: DC 15 Con save, fail = 2d6 psychic damage and lose reaction.
Memory Snare: DC 14 Int save or target has disadvantage on saving throws until start of its next turn.
Level 20 (3 per round)
Echo Bloom: Revive one unconscious ally at 1 HP, advantage on death saves until next turn.
Thorn Chime: Each concentrating creature within 20 ft. must make a DC 16 Con save or lose concentration.
Spiral Blooming (Recharge 5–6): 30-ft radius bramblelight. Enemies DC 17 Dex save or restrained until end of next turn; allies gain psychic resistance inside.
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.
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