Dungeon Dad (5.5e)
Innate Spellcasting. The ashira casts one of the following spells, requiring no Material components & using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
Magic Resistance. The ashira has Advantage on saving throws against spells & other magical effects.
Speak with Beasts & Plants. The ashira can communicate with Beasts & Plants as if they shared a language.
Multiattack. The creature makes two Siphoning Claw attacks or an attack with its Sticky Sap, and it can use Innate Spellcasting to cast Charm Monster.
Siphoning Claw. Melee Attack Roll: +7 to hit, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage and 7 (2d6) Necrotic damage. The ashira restores a number of Hit Points equal to half the Necrotic damage dealt.
Sticky Sap. Ranged Attack Roll: +7 to hit, range 60 ft. Hit: 6 (1d4 + 4) Bludgeoning damage and the target is Restrained (escape DC 15).
Quench Thirst (1/Day). Constitution Saving Throw: DC 15, each creature of the ashira’s choice within 60 feet that isn’t a Construct or Undead. Plants and water Elementals have Disadvantage. Failure: 54 (12d8) Necrotic damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points dies instantly and their body becomes a desiccated husk. For each creature killed, the ashira can immediately cast the Awaken spell on a non-magical tree it can see within 120 feet.
Arid Climates; Deserts; Feywild
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!