Wood Elemental: Arq Quebelor is able to draw upon the healing energy of the trees and plants of the forest around him and regain all lost hit points after a short rest instead of a long rest.
Self Sustaining: He doesn't need to eat or drink, but does need to sleep.
False Appearance. While remaining motionless, he is indistinguishable from a normal tree.
Gnome Cunning. He has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Multiattack. He can make the Slam or Slash attack twice each turn.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 3d6+4 bludgeoning damage.
Slash. Melee Weapon Attack: +6 to hit, reach 10 ft., two targets. Hit: 3d6+4 slashing damage.
Piercing Thorns. Ranged Weapon Attack: +6 to hit, reach 20 ft., five targets. Hit: 2d6+4 piercing damage.
Earth Tremor. Evocation Spell Attack: reach 10 ft. Arq Quebelor's roots erupt from the ground all around him. Each creature in the area of effect must make a Dexterity saving throw (14). On a failed save, they take 3d6+4 bludgeoning damage and are knocked prone. The ground area then becomes difficult terrain and this spell cannot be recast until the roots retract into the ground. The roots may be retracted by using 1 action or as a reaction to taking any fire damage.
Barkskin. Transmutation Spell: duration up to 1 hour. The bark of the tree encompassing Arq Quebelor grows a second, tougher layer. His Constitution modifier is added to his current AC.
Regenerate. Transmutation Spell: duration up to 1 hour. Arq Quebelor releases a flurry of spores that rain down from the leaves above him. He regains 2d8+10 hit points. For the duration of the spell, Arq regains 1 hit point at the start of each of his turns (10 hit points each minute). Any severed limbs are restored after 2 minutes.
Counterspell. Abjuration Spell: reach 60 ft., duration instantaneous, up to 1 hour. Arq Quebelor can interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3 level or lower, its spell fails and has no effect. If it is casting a spell of 4 level or higher, the creature must make a spellcasting ability check (10+spell level). On a failed save, the spell fails and has no effect.
Description
The Cursed Gnome
Arq Quebelor was a Gnome who had captured the heart of a jealous Tiefling sorceress. When he was expected of being unfaithful, she cursed him to live as a tree, unable to touch another. He was drawn into a giant oak at the mountain edge of a great forest, where he remains to this day, guarding himself with various protection spells and the use of vines that surround him.
He was a scholar in his former life and knows much about arcana and history, which has made him a destination for those who seek to learn more about the way of the world and the magic that lies within it.
Lair and Lair Actions
Parignius Forest
Arq Quebelor's lair is within the Parignius Forest in the land of Everdale. He is rooted in a circular temple made of vines and trees. Arq is able to control the vines which he calls his Garroter (executioner) Vines.
Garroter Vines (Large plant, unaligned)
Armor Class: 13 (Natural Armor)/Hit Points: 65 (10d10 +12)
STR 18 (+4) DEX 10 (+0) CON 16 (+3)
INT 1 (-5) WIS 10 (+0) CHA 1 (-5)
False Appearance. While the garroter vine remains motionless, it is indistinguishable from a normal plant.
ACTIONS:
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.
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