Wood Aspect. As a bonus action at the start of her turn, the spriggan can magically shapeshift into a wood aspect. The wood aspect lasts until the spriggan is incapacitated or choose to end it. While transformed, the spriggan gains one of the following benefits of her choice:
- Birch. Whenever the spriggan casts a spell that has a casting time of 1 action, she can cast it using a bonus action instead.
- Oak. The spriggan’s AC becomes 19 and she has resistance to bludgeoning and piercing damage.
- Willow. The spriggan is invisible and leaves no physical evidence of her passage unless she wishes to. Tracking her is impossible except by magical means.
Innate Spellcasting. The spriggan's innate spellcasting ability is Charisma (spell save DC 17). The spriggan can innately cast the following spells, requiring no material components:
At will: druidcraft, entangle, grasping vine
3/day each: insect plague, spirit guardians
1/day each: antilife shell, awaken, primordial ward
Hybrid Nature. The spriggan is considered to be both a fey and a plant creature to determine the way a spell or effect would affect her.
Magic Resistance. The spriggan has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The spriggan can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the spriggan can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.
Multiattack. The spriggan makes three attacks.
Reaching Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned. While poisoned in this way, the target can't regain hit points. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Thorns Volley. Ranged Weapon Attack: +7 to hit, range 90/180 ft., one target. Hit: 9 (3d4 + 3) piercing damage plus 13 (3d8) poison damage.
Animate Trees (1/Day). The spriggan magically animates one or two trees she can see within 60 feet of her. These trees have the same statistics as an awakened tree. An animated tree acts as an ally of the spriggan. The tree remains animate for 1 day or until it dies; until the spriggan dies or is more than 120 feet from the tree; or until the spriggan takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Description
Driven to Madness. A spriggan is a forest-dwelling fey creature that was long ago a shy and reclusive dryad. Persecuted by humans, the destruction of her tree drove her into madness. Incapable of coping with the loss, the hatred and spite within her soul transformed her, remaking her outer appearance into a thing of horror. Her hair becomes a twisted mass of thorns, briars and twigs, her face distorts into a terrifying and savage visage, her limbs turn long and wood-like, and her fingers become vicious talons capable of rending and impaling her prey. In the soul of a spriggan, there is neither room nor regard for compassion or mercy, merely an uncompromising dedication to nature and vengeance that makes even the most heartfelt vows of elves or men seem trivial by comparison.
Heart of the Forest. When common folks talk about to the “spirits of the woods”, they very often refer to spriggans. Spriggan are fey made almost entirely of wood and magical energy with a pulsing magical and vegetal heart, the source of their power and known as a worldroot. As the incorruptible keepers of nature, spriggans have an irrational hatred for the undead, constructs and creatures practicing necromancy magic. Their burning hatred is focused on anything that disturb or alter the natural order. Each spriggan has mastery over plants and is inextricably tied to them. Thus, if someone destroys greenery in its domain, it immediately comes to punish the disturber, making them the sworn enemies of those that exploit the forest.
Uncompromising Vengeance. Spriggans are hellbent on destroying any trace of civilization, regardless of their past friendship or allegiance. No druid or archfey as ever convinced a spriggan to stay its hand, for they no longer simply wait for men to come and take their forest, they take the fight directly to civilization, destroying town and villages, ambushing caravans and turning the very land against them. The most vicious of them will cut food supplies, poison wells and kill the young. The more extreme will even purposely destroy nature so that its resources will not be used, all that matter is the total annihilation of the civilized world. When no trace of man’s touch is left, the spriggan removes its worldroot heart from its chest, and buries it in the ground, dying a few moments later, satisfied with the certainty that its vengeance is complete and that nature will retake its right.
Worldroot Heart
A worldroot is a sad and beautiful thing, a greenglowing vegetal heart formed of life and fey magic. Growing from the despair and lifeforce of a spriggan, its magical properties are particularly soughtafter by hags, druids and dryads:
- If buried in the ground, the worldroot creates the same regional effects as a spriggan’s lair.
- A fey hag, druid or dryad can cast the spell resurrection as a ritual on a humanoid creature, replacing its heart with the worldroot. In the case of a hag or a dryad, the creature is magically charmed by the fey until the fey dies. The charmed target is under the fey's control, unless she releases it, and the fey and the target can communicate telepathically with each other over any distance.
Lair and Lair Actions
A Spriggan's Lair
A spriggan’s lair almost always encompasses the past location of her fallen tree, when she was still a dryad. The lair’s ground is littered with the bones of the humanoids she killed and includes abundant vegetation and magic, such as moss-covered dolmens, raised stone circles or other elements associated with druidism. As spriggans have the power to turn nearby trees into allies, trees inside the lair should be especially watched for.
Regional Effects
The region containing the spriggan’s lair is imbued of natural magic, creating the following effects:
- All normal plants become thick and overgrown. An abnormally high amount of poisonous plants and mushrooms grow in the region. Wondrous plants, usually only found in the Feywild start to grow in the region. A creature moving through the area must spend 2 feet of movement for every 1 foot it moves. When a creature takes damage from natural plants in the region it takes an extra 7 (2d6) poison damage.
- Within 3 miles of the lair, magic defying the natural order is met with violent opposition from ancient forces. When casting a necromancy spell, the caster must make an ability check using its spellcasting ability. The DC equals 10 + the spell’s level. On a failure, the creature’s spell fails and has no effect.
- Within 3 miles of the lair, the spriggan is instantly aware of the destruction or defilement of any plant life. The spriggan knows the exact distance to and direction of the defilement. If the source of the defilement is a creature, the spriggan gains advantage on attack rolls against the creature for 24 hours.
Thank you for uploading this here. Though I noticed that the 3/day abilities here are 2/day in v2.1.