Lightning Conduit. If the Arborion is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures it is grappling. In addition, the Arborion regains one use of Lightning Discharge.
Unusual Nature. The Arborion doesn’t require air or sleep.
Leafy Lore. The Arborion can use all Druid cantrips and can control Plant creatures.
Vegetative Aura. On its turn, all Plant creatures within 15 ft. of it gain 2D6 hit points if not at their hit point maximum. Additionally, this area is difficult terrain for non-Plant creatures.
Multiattack. The Arborion makes two Root attacks and uses Lightning Discharge (if available). If Lightning Discharge is not available, it uses Terror Toxin instead.
Root. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 16). The Arborion has fifteen roots, each of which can grapple one target.
Lightning Discharge (4/Day). The Arborion shoots lightning at one creature within 120 feet of itself. The target must make a DC 13 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one.
Terror Toxin. AoE 15-foot puddle, remains in place for 1D20 rounds. Creatures in that area take 2D6 Acid damage, are poisoned for 1D4 rounds and are frightened of the Arborion for 2D6 rounds
Rock Throw. Ranged weapon attack, range 20-30 ft. 3D10 Bludgeoning damage.
Herbaceous Awakening (1/Day). The Arborion Awakens one tree or shrub.
Description
A 40-foot-tall humanoid made of trees and plant energy. Typically great guardians of Yggdrasil, the World-Tree.
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