Medium Humanoid (Halfling), Neutral
AC 17 Natural Hide, Bone Fetishes    Initiative +4 (14)
HP 168 (16d8 + 96)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 10 +0 +0
DEX 18 +4 +4
CON 22 +6 +20
Mod Save
INT 14 +2 +2
WIS 22 +6 +20
CHA 16 +3 +14
Skills Medicine +10, Nature +10, Perception +10, Stealth +8, Survival +10
Resistances Poison, Psychic
Immunities Poisoned
Senses Passive Perception 20
Languages Druidic, Halfling
CR 12 (XP 8,400; PB +4)
Traits

Forest Walker. The Bone Sage ignores difficult terrain and may move through occupied spaces containing plants.

Poison Master. The Bone Sage is immune to poison and disease. Whenever a creature fails a saving throw against one of the Bone Sage's poison effects, it is also Poisoned until the end of its next turn.

Ritual of Awakening. If the Bone Sage spends three consecutive turns concentrating while within 120 feet of an Ancient Forest Warden seed-site, the Ancient Forest Warden awakens. This ritual ends if the Bone Sage is Incapacitated.

Voice of the Ancestors. Friendly halflings within 60 feet have advantage on saving throws against being frightened or charmed.

Spellcasting. The Bone Sage is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the following druid spells prepared:

At will: druidcraft, guidance, poison spray, thorn whip

3/day each: blight, freedom of movement, grasping vine, greater restoration, plant growth

2/day each: heal, insect plague, wall of thorns

1/day each: sunbeam, transport via plants

 

Actions

Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 14 (4d6) poison damage.

Toxic Spore Cloud (Recharge 5–6). The Bone Sage releases toxic spores in a 20-foot-radius sphere centered on a point it can see within 90 feet. Each creature in the area must make a DC 18 Constitution saving throw, taking 27 (6d8) poison damage on a failed save and becoming poisoned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't poisoned.

Spirit Roots (Recharge 6). The Bone Sage causes spectral roots to erupt beneath up to three creatures it can see within 90 feet. Each target must succeed on a DC 18 Strength saving throw or become restrained by the roots. A restrained creature takes 10 (3d6) piercing damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A Restrained creature takes 10 (3d6) piercing damage at the start of each of its turns.

Bonus Actions

Herbal Remedy (3/Day). The Bone Sage or a creature within 30 feet regains 25 hit points and ends either Poisoned, Blinded, Deafened or Paralyzed.

Reactions

Ancestor's Warning. When a creature within 30 feet is hit, impose disadvantage on the triggering attack.

Mythic Actions

Call of the First Forest (1/Day). The Bone Sage calls to one of the ancient guardians bound beneath the Ringing Mountains. An Ancient Forest Warden emerges from the earth in an unoccupied space within 60 feet of the Bone Sage. The Warden is friendly to the Bone Sage and its allies, rolls its own initiative, and takes its turn immediately after the Bone Sage. This ability functions only while the Bone Sage is standing on natural ground.

Master_of_Nothing

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