Storm Blossom Grove
Storm Blossom Grove is a permanent Druid Grove spell that encompasses a 90 ft. cube. It was created by the tabaxi druid, Storm Blossom, who now fervently guards the location from intruders. At the center of the grove is a Tree of Insight.
The sacred grove has the following effects within the area. Creatures who are friends of Storm Blossom can be immune to the effects. A password can specified by Storm Blossom that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Cantrips: Druidcraft, Gust, Infestation, Primal Savagery.
1st level (4): Create or Destroy Water, Speak with Animals.
2nd level (3): Animal Messenger, Locate Animals or Plants, Pass without Trace.
3rd level (3): Daylight, Haste, Plant Growth, Speak with Plants.
4th level (3): Divination.
5th level (2): Awaken, Commune with Nature, Contagion, Wrath of Nature.
6th level (1): Druid Grove, Transport via Plants.
- Solid Fog: Any number of 5-foot squares on the ground can be filled with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
- Grasping Undergrowth: Any number of 5-foot squares on the ground that aren’t filled with fog can be filled with grasping weeds and vines, as if they were affected by an Entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
- Grove Guardians: Up to four trees in the area can become animated, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey Storm Blossom's spoken commands (no action required by her) that she issues while in the area. If she don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
- Additional Spell Effect: One of the following magical effects can also take place within the warded area:
- A constant Gust of Wind in any two locations
- Spike Growth in any one location
- Wind Wall in any two locations
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
SRD
Awakened Tree
Huge plant, unaligned
Armor Class 13
Hit Points 59 7d12+14
Speed
20ft
STR
19 +4
DEX
6 -2
CON
15 +2
INT
10
0
WIS
10
0
CHA
7 -2
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 2 (450 XP)
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 3d6+4 slashing damage.
An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.
Spellbook:
Storm Blossom is a 12th level spellcaster. Spell Attack +8. Spell Save DC 16.Cantrips: Druidcraft, Gust, Infestation, Primal Savagery.
1st level (4): Create or Destroy Water, Speak with Animals.
2nd level (3): Animal Messenger, Locate Animals or Plants, Pass without Trace.
3rd level (3): Daylight, Haste, Plant Growth, Speak with Plants.
4th level (3): Divination.
5th level (2): Awaken, Commune with Nature, Contagion, Wrath of Nature.
6th level (1): Druid Grove, Transport via Plants.
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