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Jashen

Medium, plant / humanoid, Neutral
Jashen
AC

15

HP

27

SP

25 ft.

Str

13

(+1)
Dex

11

(+0)
Con

14

(+2)
Int

9

(-1)
Wis

17

(+3)
Cha

11

(+0)
Saves

Strength

+1

Dexterity

+0

Constitution

+2

Intelligence

-1

Wisdom

+5

Charisma

+2

Skills

Acrobatics

+0

Animal_handling

+3

Arcana

-1

Athletics

+1

Deception

+0

History

-1

Insight

+5

Intimidation

+0

Investigation

-1

Medicine

+3

Nature

-1

Perception

+3

Performance

+0

Persuasion

+0

Religion

+1

Sleight_of_hand

+0

Stealth

+2

Survival

+5

Senses

Darkvision 60 ft., Passive Perception 13

Languages

Sylvan, Common

Challenge

1/2 (100 XP)

Proficiency Bonus

+2

Magic Initiate (Druid)

Know the Produce Flame and Spare the Dying cantrips, and can cast Cure Wounds once between long rests (or using a spell slot). Spell attack bonus is +2 and Spell Save DC is 10.

Sacred Flame

Ranged Spell Attack: Targets creature within 60 ft. The creature makes a DC 13 Dexterity saving throw or takes 1d8 radiant damage.

Divine Order: Protector

You gain battle proficiencies.

Channel Divinity (2 uses between long rests)

Channel Divinity: Divine Spark

A target within 30 ft. heals 1d8+3 hit points, or takes Necrotic or Radiant damage (CON save for half damage).

Channel Divinity: Turn Undead

Undead within 30 ft. must make a Wisdom save or be Frightened and Incapacitated for 1 minute or until damaged.

Blessing of the Trickster

Once per long rest, you can grant yourself and another creature in 30 ft. advantage on Dexterity (Stealth) checks.

Invoke Duplicity

Use Channel Divinity to create an illusory duplicate of yourself.

Trickery Domain Spells

Always prepared: Charm Person, Disguise Self.

Treant Traits

Creature Type: Plant; Medium Size (7'7", 500 lbs.); Disadvantage on saves vs. fire; No need to sleep or eat if in sunlight for 6 hours/day; Must root for 6 hours during long rest.

Nature's Armor

Your bark provides a base AC of 13 + Constitution modifier. You cannot wear armor, but can use shields.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Take Root

As an action, you can root into tillable soil, gaining +4 AC and advantage on Strength and Constitution saves. While rooted, your speed is 0, you cannot take reactions, and you have disadvantage on Dexterity saves. You can un-root as a bonus action.

Actions

Bash

Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1 bludgeoning damage.

Twig Throw

Ranged Weapon Attack: +2 to hit, range 80/320 ft. Hit: 1d8 piercing damage.

Background

Guide