Garen Greenshore
Garen Greenshore CR: 15
STR
10 +0
DEX
18 +4
CON
16 +3
INT
12 +1
WIS
22 +6
CHA
13 +1
Spellcasting. Garen is a 16th level spellcaster. His spellcasting modifier is Wisdom (spell save DC 19, +13 to hit with spell attacks) and he has the following druid spells prepared:
- cantrips (at will): control flames, druidcraft, guidence, produce flame, shillielagh
- 1st-level (4 slots): cure wounds, detect magic, entangle, faerie fire, goodberry, healing word.
- 2nd-level (3 slots): barkskin, darkvision, flaming sphere, lesser restoration, spider's climb.
- 3rd-level (3 slots): plant growth, call lightning, conjure animals, dispel magic, erupting earth.
- 4th-level (3 slots): divination, fire shield, freedom of movement, polymorph, summon elemental.
- 5th-level (2 slots): commune with nature, greater restoration, mass cure wounds, scrying, tree stride.
- 6th-level (1 slot): investure of flame, transport via plants.
- 7th-level (1 slot): fire storm.
- 8th-level (1 slot): animal shapes.
- Pass Without Trace (free).
- Animal Friendship, Speak with Animals (1 charge).
- Barkskin, Locate Animals or Plants (2 charges).
- Speak with Plants (3 charges).
- Awaken (5 charges).
- Wall of Thorns (6 charges).
Special Equipment. Garen wears Burnwillow Studded Leather Armour +1, a Cloak of Elvenkind and carries a Burnwillow Staff of the Woodlands and Arborguard. Burnwillow Armour (5 Charges). When Garen takes fire damage, the armour expends a charge to give him resistance to the triggering damage. Cloak of Elvenkind. While wearing this cloak with its hood up, Wisdom (Perception) checks made to see Garen have disadvantage. and he has advantage on Dexterity (Stealth) checks made to hide. Pulling the hood up or down requires an action. Land's Stride. Moving through nonmagical difficult terrain costs Garen no extra movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, he has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Natural Recovery (1/Day). During a short rest, Garen regain up to 8 levels of spell slots, none of the slots can be 6th level or higher. Nature's Sanctuary. When a beast or plant creature attacks Garen, that creature must make a DC 19 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against him.
Actions
Burnwillow Staff of the Woodlands (5 charges). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1D6+2 bludgeoning damage. If Garen rolls a 20 on the D20 for the attack roll, the target takes an addition 2D6 fire damage and the weapon loses 1 charge. Shillelagh (5 charges). Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 1D8+8 bludgeoning damage. If Garen rolls a 20 on the D20 for the attack roll, the target takes an addition 2D6 fire damage and the weapon loses 1 charge. Wild Shape (2/Day). Garen magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 8 hours. He can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. Garen reverts to his true form if it dies or falls unconscious. Garen can revert to its true form using a bonus action on its turn. While in a new form, Garen retains his game statistics and ability to speak, but his AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and he gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. Alternatively, Garen can use this ability to cast find familiar, without requiring material components. The familiar disappears after 9 hours.
Reactions
Arborguard (1/Day). When a creature misses a melee attack against Garen, he can use their reaction to blast the attacker with 4D6 fire damage. The creature must then make a DC 15 Strength saving throw. If the creature fails, they are also pushed back 20ft.
Mental characteristics
Personal history
Gender Identity
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