You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose the type: Tree, Thorny, Spore, or Ensnaring. The creature resembles a plant of the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Plant Spirit
Large Plant
Armor Class 14 + the level of the spell (natural armor) + 2 (tree only)
Hit Points 50 + 15 for each spell level above 5th, or 60 + 15 for each spell level above 5th (tree only)
Speed 20 ft., or 40 ft. (thorny only)
Damage Resistances bludgeoning, cold (ensnaring only), poison, piercing (tree only).
Condition Immunities blinded,charmed, deafened, exhaustion, frightened, incapacitated,
Senses blindsight 60 ft., passive Perception 11
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
False Appearance. While the plant remains motionless, it is indistinguishable from a normal plant.
Siege Monster (Tree Only). The plant deals double damage to objects and structures.
Thorny Body (Thorny Only). At the start of its turn, the plant deals 3 (1d6 + the spell's level) piercing damage to any creature grappling it. It can deal this damage as a reaction when a creature within 5 feet of it hits it with a melee attack.
Death Burst (Spore Only). The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a Constitution saving throw, taking7 (2d6 + your proficiency bonus) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature becomes poisoned for 1 minute. For each spell level above it's base level, the poison damage increases by 2d6.
Actions
Multiattack. The plant makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 5 + the spell’s level bludgeoning damage.
Vine Lash (Ensnaring Only). Melee Weapon Attack: + your spell attack modifer to hit, reach 20 ft., one target. Hit: (2d4 + 5 + the spell's level) slashing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained. The plant has four vines, each of which can grapple one target.
Rotting Touch (Spore Only). Melee Weapon Attack: + your spell attack modifier to hit, reach 10 ft., one creature. Hit: (1d8 + 5 + the spell's level) necrotic damage, and the target must succeed on a Constitution saving throw or be poisoned until the start of your next turn.
Thorns (Thorny Only). Melee or Ranged Weapon Attack: + your spell attack modifier to hit, reach 5 ft. or range 60 ft., one target. Hit: (1d12 + 5 + the spell's level) piercing damage.
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