Hesperide (5e Creature)
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Huge fey, neutral
False Appearance. While the hesperide remains motionless, it is indistinguishable from a normal tree.
Innate Spellcasting. The hesperide's innate spellcasting ability is Charisma (spell save DC 14). The hesperide can cast the following spells, requiring no material components:
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Bestow Boon (1/Day). The hesperide bestows a boon on a creature it can see within 30 feet of it. The boon lasts until removed with dispel magic or a similar spell, or for 24 hours.
Call Creatures (3/Day). The hesperide calls a number of animals from the surrounding area to come to its aid. It may call a number of beasts within a 5-mile radius whose combined challenge rating totals a maximum of 3. The summoned creatures are friendly to the hesperide and its companions, and arrive at its location as quickly as they can. The summoned creatures act after the hesperide takes its turn, and understand and obey verbal commands it gives. These creatures will follow the hesperide until dismissed or 24 hours have passed, after which they wander off into the surrounding area.
Cupid's Pollen (1/Day). The hesperide fires a ball of condensed pollen at a point it can see within 90 feet, which explodes and covers a 30-foot radius. Creatures within this area must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned this way, a creature will fall in love with and become charmed by the first creature it sees.
The hesperide is a giant solemn guardian of forests. They have bark-like skin, mossy green hair, and elongated arms and fingers like tree branches, and they usually have a feminine appearance. While they would appear to be similar to treants, hesperides are actually closely related to dryads. While each dryad is bound to a unique tree, all hesperides are bound to the legendary Tree of Hesperides. They only enter direct combat against evil creatures or in self-defense, but will attempt to sow disarray and cause sabotage amongst adventurers of any alignment they deem a threat to their forest. Using their innate magic, they may call nearby forest animals to steal supplies or destroy camps, or use their toxic pollen to interfere with the emotions of a group.