Symbiotic Entity. You can use Wild Shape to awaken the spores that infuse you to gain +45 temp HP, roll double damage dice for your Halo of Spores damage, and deal 1d6 additional poison damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again.
Spreading Spores. While your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw (DC 17). A creature can take this damage no more than once per turn.
Spellcasting. Belladonna is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): shillelagh, infestation, poison spray, thorn whip
1st level (4 slots): cure wounds, healing word, detect magic
2nd level (3 slots): barkskin, earthbind, spike growth
3rd level (3 slots): animate dead, gaseous form, plant growth
4th level (3 slots): blight, confusion, giant insect
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Fungal Infestation (5 charges). If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, as a zombie under your control, with 1 hit point. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
Halo of Spores. You can use your reaction to deal 1d8 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 17).
Description
Immune to sleep magic. Advantage on charm.
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