in an 180ft cube centered on yourself counts as the lair, which has the following effects:
-on initiative count 20 losing initiative ties you may take a lair action:
creeper vines: you can use the vines and roots within your lair to animate up to three humanoid corpses, which become zombies. the zombies take their turn immediately after this lair action. each one reverts to an inanimate corpse in one minute, when you use this lair action again, or when destroyed.
lashing root: one large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. it has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit. if the target is medium or smaller creature, it must succeed on a dc 15 strength saving throw or be knocked prone.
Grasping roots: grasping roots and vines erupt in a 20 foot radius centered on a point you can see within 120ft of you. that area becomes difficult terrain, and each creature there must make a DC 15 strength saving throw or be restrained by roots and vines. a creature can be freed if it of another creature takes an action to make a DC 15 strength check ands succeed the roots and vines wilt away when reused or when you die.
brush wall: a wall of tangled brush bristles with thorns springs into existence on a solid surface within 120ft of you. the wall is up to 60ft, 10ft high, 5 feet thick, and it blocks line of sight. when the wall appears, each creature in its area must make a DC 15 dexterity saving throw. a creature that fails the save takes 8(4d8) piercing damage and is pushed 5 feet out of the walls space, appearing on whichever side it wants. a creature can move through the wall. for every 1 foot a creature moves it must spend 4ft of movement. furthermore a creature in the walls space must make a DC 25 dexterity saving throw once each round its in countact with the wall, taking 18(4d8) piercing damage on a failed save, or half as much on a successful one. Each 10 foot section has AC 5, 14 hit points, vulnerability to fire damage, immunity to psychic damage. the wall sinks back into the ground when you die or use this again.
fog: magical fog billows around one creature you can see within 120ft of it. the creature must succeed on a DC 15 wisdom saving throw or be charmed by the dragon until inititive count 20 on the next round.
-reginal effects:
inviting whispers: whispers rustle in the foliage within 1 mile of the lair. The words are indistinct, but a creature with an intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
Twisted messengers: you can cause any tiny beast within 1 mile of the lair to act as your mouthpiece. The effect causes the creatures throat and mouth to temporarily warp into a twisted version of your own in order to allow your voice to issue forth.
forest maze: Thickets form labyrinth passages within 1 mile of the lair. The thickets act as 10 foot high, 10foot thick walls that can block line of sight. creatures can move through the thickets, with every 1 foot a creature moves costing 4 feet of movement. a creature in the thickets must make a DC 15 dexterity saving throw once each round its in contact with the thickets or take 3(1d6) piercing damage from thorns. each 10 foot cube has an AC 5,30 hit points, resistance to bludgeoning, vulnerability to fire damage, and immunity to psychic and thunder damage.
sneak: within 1 mile of the lair you leave no physicals evidence of its passage unless you wish to. tracking you is impossible except by magical means. you also ignores movement and damage from non magical plants. the plants remove themselves from your path temporarily.
animals: within 1 mile of your lair you can see and hear everything the beasts within 1 mile of your lair can.
Theis effects end in 1d10 days after you die or stop the spell, the thickets remain though without any thorns.
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