Medium Humanoid, Lawful Evil
Armor Class 16 Barkskin
Hit Points 98 (10d8 + 20)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws INT +6, WIS +7
Skills Nature +6, Survival +6
Senses Darkvision 60 ft, Passive Perception 16
Languages Common, Druidic, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. Chloris is a 7-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Chloris has following Druid spells prepared:
Cantrips (at will): Druidcraft, Infestation, Thorn Whip 
1st level (4 slots): Absorb Elements, Faerie Fire, Earth Tremor, Entangle
2nd level (3 slots): Barkskin, Hold Person, Spike Growth
3rd level (3 slots): Erupting Earth, Dispel Magic, Meld Into Stone
4th level (1 slot): Dominate Beast, Wall of Fire

Shifting Foliage. Chloris can cast Misty Step without expending a spell slot as long as he is within his grove. 

Actions

Thorn Swarm. Chloris casts Thorn Whip at level 5 and can choose three targets instead of one as long as they are all within 30 feet of Chloris. 

Spore Eruption (Recharge 4-6). Chloris causes a mass of spores to erupt into the air, blanketing everything in a 10 ft radius with spores. It causes one of the effects below. The same effect cannot be used twice in a row. 

Congealing Spores. The spores gum together and stick to the ground, making everything affected difficult terrain. Every creature in the spores must make a DC 15 Strength Saving Throw, getting restrained on a fail. They can repeat this save at the end of their turn. 

Toxic Spores. The spores linger in the air. Any foes starting their turn in the spores must make a DC 15 Constitution Saving Throw, taking 4d4 Poison damage and gaining the poisoned condition for 1 minute on a fail. A creature takes half as much damage on a success and is not poisoned. 

Intoxicating Spores. The spores soothe and relax anyone who breathes them in. All foes must make a DC 15 Charisma Saving Throw or become Charmed by Chloris. While Charmed in this way, they are also Paralyzed. They can repeat the saving throw at the beginning of their turn. The Charmed condition ends if they take any damage.  

 

Lair and Lair Actions

 Lair Actions

On initiative count 20 (losing initiative ties), Chloris takes a lair action to cause one of the following effects; Chloris can’t use the same effect two rounds in a row:

  • Chloris chooses a 20 ft cube of space that he can see within 120 ft of him. Branches sprout from the ground, swinging at anyone in the range. All creatures must make a DC 15 Dexterity saving throw or take 2d8 bludgeoning damage and be knocked prone.
  • Chloris summons 2d4 needle blights within 120 ft of him. 
  • Chloris creates grasping vines in a 10 ft radius within 60 ft of him. Each creature must make a DC 15 Strength Saving Throw or gain the Restrained condition. They can repeat the saving throw at the beginning of their turn. 

Regional Effects

The forest containing Chloris's lair is under his control, which creates the following effects:

  • The plant life is incredibly dense, almost all of it hosting nests of thorns and venomous creatures.
  • The forest is infected with Gas Spores as one makes their way deeper into the forest
  • A giant Tree Blight patrols the forest, searching for anyone that might be foolish enough to leave Emberfall. 

If Chloris dies, these effects disappear. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/5/2026 12:49:07 AM
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JTBossmaster

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