Edenian Forest Sorcerer (5e Creature)

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Edenian Forest Sorcerer[edit]

Medium humanoid (any race), neutral


Armor Class 12
Hit Points 105 (14d8 + 42)
Speed 30 ft., climb 30 ft., swim 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 11 (+0) 11 (+0) 14 (+2)

Saving Throws Dex +6
Proficiency Bonus +4
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Tree Stride. Once on its turn, the edenian can use 10 feet of its movement to step magically into one living tree within its 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.

Innate Spellcasting. The edenian's innate spellcasting ability is Charisma (spell save DC 12). The pyromancer can innately cast the following spells, requiring no material components:

At will: petal glide
1/day each: barkskin, entangle
3/day each: earthen prison

Resilience. If damage reduces the edenian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the edenian drops to 1 hit point instead.

ACTIONS

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Vine Grasp (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a Strength contest against the edenian or be pulled up to 10 feet toward them.

Engulf. The edenian engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the edenian's turns or take 13 (2d8 + 4) bludgeoning damage. If the edenian moves, the engulfed target moves with it. The edenian can have only one creature engulfed at a time.

Razor Leaves (2/Day). Each creature within 30 feet of the edenian must make a DC 19 Constitution saving throw. Creatures who fail the saving throw take 24 (6d8) piercing damage, or half as much on a successful save.

BONUS ACTIONS

Finish Him! When the edenian reduces a creature to 0 hit points with a melee attack on its turn, the edenian moves up to half its speed and uses one melee attack.

Vampiric Vines (3/Day). The edenian adds 10 (3d6) necrotic damage to its next vine grasp attack. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the edenian regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Forest sorcerer.jpg

Edenians have long been known for their mastery over the elements, with some among even possessing the ability to control plants. It is believed these sorcerers are the ones who patrol the living forest, protecting the souls of the fallen warriors of Edenian sealed within the sacred forest's trees.

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