Large fey, neutral evil
Armor Class: 17 (natural armour)
Hit Points: 110 6d20+50
Speed:
45 ft
Saving Throws: Dex +11, Int +9
Skills: Acrobatics +11, Arcana +9, Nature +9
Damage Vulnerabilities: Fire
Damage Resistances: Nonmagical Bludgeoning, Slashing
Senses: Blindsight 90ft, Truesight 10ft, Passive perception 19
Languages: sylvan
Root Creature. Level 1, Dex 12 Save or creature is immobilized.
Mana Blast. Level 2, +9 to hit, Hit: 5(1d8+Mana/10) force damage
Mana Drain. Level 3, +9 to hit, Hit: 11 3d6+2 psychic damage, Stores damage dealt in mana gauge.
Mana Gauge. Siheejio innately have a storage gauge for foreign mana. It is filled through various magical abilities and can be expended through attacks and abilities.
One With Nature. Siheejio have advantage on perception and acrobatic checks as well as DEX saving throws when in forest regions.
Tail of the Feywild (2/day). The Siheejio can absorb roots and bones from the ground to enhance their tail. Movement drops to either 35 or 30ft, add either 1d6 or 1d8 to tail attacks, depending on number of charges (2 max per long rest). Additionally, damage dealt is converted into the mana gauge.
Mana Surge. Expend 10 mana for an extra attack (this ability can stack).
Actions
Tail. Melee Weapon Attack: +11 to hit, Reach 10ft., one target. Hit:12 1d12+6 piercing damage.
Scaleshot. Ranged Weapon Attack: +9 to hit, Reach 60ft., one target. Hit: 9 1d8+5 piercing damage.
Absorb Nature. Bonus Action: Draw power from the environment around you, either heal or fill your mana gauge equal to 6 2d6 , add 1d6 if in forest environment.
The Siheejio are of The Feywild and innately dangerous. They will attack on sight and do not hesitate to kill if the chance arises.
Suggested Environments
Forests, Valleys
Comments