Medium plant, neutral
Armor Class 18 (natural armor)
Hit Points 136 (16d8+64)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 19 (+4) | 15 (+2) | 18 (+4) | 16 (+3) |
Skills Nature +5, Perception +7
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Cetikal, Common, Druidic, Sylvan
Challenge 7 (2,900 XP)
Special Traits
- Innate Spellcasting. The Greenmaster’s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material, somatic, or verbal components:
- At will: druidcraft, poison spray
- 5/day each: entangle, pass without trace, spike growth
- 1/day each: commune with nature, conjure woodland beings, plant growth
- Magic Resistance. The Greenmaster has advantage on saving throws against spells and other magical effects.
- Regeneration. The Greenmaster regains 10 hit points at the start of its turn. If the Greenmaster takes fire damage, this trait doesn’t function at the start of its next turn. The Greenmaster dies only if it starts its turn with 0 hit points and doesn’t regenerate.
- Speak with Plants. The Greenmaster can communicate with plants as if they shared a language.
- Tree Stride (1/Turn). The Greenmaster 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.
Actions
- Multiattack. The Greenmaster attacks three times or attacks once and casts a spell.
- Lashing Limb. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 14 (4d6) poison damage. Instead of dealing damage, the greenmaster can grapple the target (escape DC 13).