Medium Fey (Elf), Lawful Evil
Armor Class 20 Wooden
Hit Points 150 (15d12 + 50)
Speed 40 ft.
STR
11 (+0)
DEX
22 (+6)
CON
14 (+2)
INT
16 (+3)
WIS
20 (+5)
CHA
12 (+1)
Skills Perception +4
Damage Vulnerabilities Necrotic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Lightning
Condition Immunities Charmed, Petrified
Senses Passive Perception 17
Languages Common, Druidic, Elvish, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Vine Walk. Vilimion can phase into her lair and move her normal walking speed before emerging on the spot where she stopped. This movement still provokes opportunity attacks but can't negate any movement she might have while within the tree. 

Breakable Armor. If Vilimion takes over 30 points of damage in a single turn, part of his armor breaks off, reducing his AC by 1, to a minimum of 16.

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Regeneration. At the start of each of his turns, if he still has 1 hit point left, he regains 15 hit points.

Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, thorn whip, poison spray, produce flame

1st level (4 slots): cure wounds, entangle, faerie fire, Ice Knife

2nd level (3 slots): animal messenger, heat metal, hold person

3rd level (3 slots): conjure animals, meld into stone, Wind Wall

4th level (3 slots): grasping vine, blight, stoneskin, wall of fire

5th level (3 slots): contagion, awaken, tree stride

6th level (1 slot): heal, wall of thorns, sunbeam

7th level (1 slot): fire storm

8th level (1 slot): Feeblemind

9th level (1 slot): Shapechange

Legendary Resistance (3/Day). When forced to make a saving throw, Vilimion can spend a legendary resistance to automatically succeed.

Actions

Multiattack. Vilimion can make three attacks with his bow, or three slam attacks

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) bludgeoning damage. 

Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., 1 target. Hit: 11 (1d8 + 6) piercing damage plus 1d6 acid damage.

Legendary Actions

Vilimion has 4 legendary actions which he can use at the end of other people's turns, he regains them all at the start of his turn.

Longbow. Vilimion can make one shot with his Longbow at a creature within range.

Vine Stride. Vilimion can move her full speed without provoking opportunity attacks.

Spell (Costs 2 Actions). Vilimion can cast a spell.

Description

Vilimon transforms into a Planetar using his 9th level spell slot as combat begins. The Planetar gains a Long bow attack.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Vilimion could take a lair action to cause one of the following magical effects (DC 16). The same effect could not be used twice in a row:

  • A poisonous cloud bursts out of cracking bark of the tree. Any creature within a 15ft radius must make a Constitution saving throw taking 2d6 poison damage on a failure or half as much on a success 
  • Vines reach out 20 feet from any major branch on the tree, grabbing onto anyone standing too close. Each creature within reach must succeed on a Strength saving throw or be restrained. Any creature may use their action to break free.
  • A mist of confusion seeps upwards from the branches of the tree. Each creature without the fey ancestry trait within 10ft of the tree branches must succeed on a Wisdom saving throw or be affected. (This effect matches the description of Confusion, cast as a single action without concentration.)
Karshak_Powdermaker

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