Medium Humanoid, Neutral Good
Armor Class 15 (Hide Armor, Shield)
Hit Points 72 (9d8 + 27)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws INT +4, WIS +8
Skills Insight +8, Medicine +8, Nature +8, Perception +8, Survival +8
Damage Immunities Psychic
Condition Immunities Frightened
Gear Gnarled wooden staff grown around a dragon’s shed scale, Cloak of woven leaves and bones, Pouch of Dreamdust (always half-open), Totem of a sleeping dragon curled around a tree
Senses Passive Perception 18
Languages Common, Draconic, Druidic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Hearth of Moonlight and Shadow. During a short rest, Alangar creates a 30-ft aura, giving +5 to Stealth and Perception checks. Light is dimmed within the aura, obscured, dreamlike.

Dreamdust Haze (Verdant Variant). At the start of each of Alangar’s turns, roll 1d6:

  • 1–2 – Dissociative Drift: Alangar is stunned until the start of his next turn as he “becomes one with moss.”
  • 3 – Gentle Bloom: Regains 1d8 HP and gains advantage on next healing spell.
  • 4–5 – Dream-Touched Insight: +2 to spell save DC and spell attack rolls this turn.
  • 6 – One With the Weave: May cast one spell of 4th level or lower without expending a spell slot, and it requires no concentration this turn.

Spellcasting. Alangar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Alangar has following Druid spells prepared:
Cantrips (at will): Guidance, Druidcraft, Produce Flame, Shillelagh
1st level (4 slots): Cure Wounds, Entangle, Faerie Fire, Goodberry
2nd level (3 slots): Moonbeam, Lesser Restoration, Pass Without Trace
3rd level (3 slots): Plant Growth, Call Lightning, Revivify
4th level (3 slots): Polymorph, Grasping Vine, Freedom of Movement
5th level (1 slot): Mass Cure Wounds

Actions

Wild Shape (2/rest). CR 1 max. As an action, transform into a wild shape form.

Typical Forms (flavored as dreamlike distortions):

Dire Wolf (glowing eyes, trailing mist)
Giant Eagle (feathers like drifting leaves)
Giant Octopus (ink becomes starry void)
Little Bear (fluffy with moss)

Quarterstaff (Shillelagh). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Bludgeoning damage (magical).

Bonus Actions

Dreamstep (Recharge 5–6). Alangar briefly phases into a dream-state, teleporting 30 ft.
Leaves behind illusory foliage; enemies within 5 ft. of the point Alangar teleports away from must succeed on DC 16 Wisdom save or have disadvantage on their next attack.

Reactions

Verdant Intercession. When an ally within 30 ft. takes damage, Alangar reduces it by 1d8 + 4 as spectral vines absorb the blow.

Description

Personality & Roleplay Notes

  • Speaks slowly, like every sentence is a revelation
  • Frequently forgets where he is mid-conversation
  • Calls the ground “the great dreaming body”
  • Treats enemies as “temporary disturbances in the soil”
  • Occasionally delivers eerily accurate prophecies… then immediately forgets them

Tactics

  • Opens with Faerie Fire or Entangle for control
  • Uses Balm of the Summer Court liberally to sustain party
  • Drops Call Lightning or Moonbeam for sustained damage
  • Uses Hidden Paths and Dreamstep for battlefield repositioning
  • Polymorph as clutch save tool or chaos option

Dynamic Duo Flavor (with Limer)

  • Limer sees patterns in minds
  • Alangar sees patterns in nature
  • Both are absolutely convinced they understand reality
  • Neither of them can finish a sentence without drifting off
ItalianGladiator

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