Magic Weapons Abnoba's attacks are magical
Legendary Resisistance(3/day) If Abnoba fails a saving throw she can choose to succeed instead
Regeneration At the end of the round Abnoba heals 30 HP
Spellcasting. Abnoba is a 20th-level spellcaster. Its spellcasting ability is wisdom Spellsave DC 23, +15 to hit with spell attacks. Abnoba has following Druid spells prepared:
Cantrips (at will): Thorn Whip(17th level), Poison Spray(17th level), Shape Water
1st level (4 slots): Ice Knife, Thunderwave, Absorb Elements, Entangle
2nd level(3 slots): Barkskin, Gust Of Wind, Lesser Restoration, Spike Growth
3rd level(3 slots): Sleet Storm, Wall Of Water, Water Walk, Meld Into Stone
4th level(3 slots): Wall Of Fire, Blight
5th level(3 slots): Wall Of Stone, Maelstrom
6th level(2 slots): Wind Walk, Sunbeam
7th level(2 slots): Whirlwind, Reverse Gravity
8th level(1 slot): Tsunami, Feeblemind
9th level(1slot):Storm Of Vengeance
Multiattack Abnoba does 2 vine whip attacks
Vine Whip +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 6) slsh damage plus (4d8) acid damage
Seed Bomb +14 to hit, range 100/400 ft., three targets. Hit: 38(4d12 + 12) acid damage.
Tree Growth Abnoba can take her reaction to grow a tree in front of her making the attacker attack the tree instead
Abnoba can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Abnoba regains spent legendary actions at the start of his turn.
Cantrip (Costs 1 Actions). Abnoba casts a cantrip
Undying Touch (Costs 3 Actions) Abnoba heals herself 30 HP and can't take damage for the next turn
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Abnoba takes a lair action to cause one of the following effects; Abnoba can’t use the same effect two rounds in a row:
- Chooses a creature within 100 feet of Abnoba to go to the Feywild then transports them back after one round
- Abnoba Takes another action
Regional Effects
The region containing Abnoba lair must make a DC 17 wisdom saving throw or takes (4d12)acid damage, which creates one or more of the following effects:
- Trees grow 3 times their usual size
- All beasts become feral
If Abnoba dies, these effects fade over the course of 1d10 days
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