5e SRD >Creatures >

Waldwalker

Family: Tiefling

Medium humanoid (tiefling), neutral good

Armor Class 15 (hide, shield)
Hit Points 150 (20d8 + 60)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 10 (+0) 18 (+4) 18 (+4)

Saving Throws Con +7, Wis +8
Skills Animal Handling +8, Medicine +8, Perception +8
Damage Resistances poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Common, Infernal, Terran
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Earthbound. The waldwalker can move across difficult terrain caused by uneven earth and stone normally.
  • Innate Spellcasting. The waldwalker’s spellcasting ability is Charisma (Spell Attack +8, Spell Save DC 16). It can innately cast the following spells, requiring no material components (these spells are cast as if by a 3rd level spell slot):
  • Spellcasting. The waldwalker is a 10th-level spellcaster. Its spellcasting ability is Wisdom (Spell Attack +8, Spell Save DC 16). The waldwalker has the following spells prepared:
  • Tree Stride. Even while assuming another shape or form, the waldwalker can merge into large or bigger trees by using 5 feet of movement to step into their space and remain inside them for up to 1 hour. If the tree is destroyed or reduced to a smaller size than large, the Waldwalker is shunted out to within 5 feet of the tree. While within a tree, the waldwalker can spend another 5 feet of movement to magically teleport into another living tree within 120 feet of the tree they occupy. While within a tree you can sense all living plant life (including other trees) within 120 feet.
  • Wild Climber. The waldwalker can move on vertical and inverted surfaces without using its hands, as though it were under the effects of the spider climb spell.

ACTIONS

  • Multiattack. The waldwalker makes two tree staff attacks.
  • Tree Staff. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. hit: 9 (1d8 + 4) bludgeoning damage plus 6 (1d10) poison damage. This weapon uses the Waldwalker’s wisdom stat, permanently enchanted as though by the shillelagh spell while in the waldwalker’s possession. If this staff hits a creature with both of its attacks, it can expand out into a series of roots as a bonus action, forcing the creature to make a DC 16 Strength saving throw. On a failed save the target is restrained by roots that separate from the original staff, which returns to the waldwalker’s hands. The target may attempt to escape as an action by making a DC 16 Strength check, breaking free on a success.
  • Change Shape. The waldwalker magically polymorphs into a beast or earth elemental with a challenge rating of 5 or less and can remain in this form for up to 5 hours. The waldwalker can choose whether its equipment falls to the ground, melds with its new form, or is worn by its new form. The Waldwalker reverts to its true form if it dies or falls unconscious. It may also revert to its true form using a bonus action on its turn. While in its new form, the waldwalker retains its game statistics and ability to speak, but its AC, movement speeds, Strength, and Dexterity are replaced by those of the new form. It gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has that the waldwalker originally lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to non-magical attacks.
  • Wild Avatar. As an action, the waldwalker can become shrouded in toxic gas and covered in bark-like skin for 1 minute. While in this state, all creatures who move within 5 feet of the waldwalker on their turn or start their turn there must make a DC 16 Constitution saving throw, taking 2d6 poison damage on a failed save or half as much damage on a successful one.
Section 15: Copyright Notice

The Crystal Tiefling Copyright 2022 Logan Laidlaw Author Logan Laidlaw.

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