Witherbloom Pledgemage

Strixhaven: A Curriculum of Chaos p. 222

Size
Medium
Type
humanoid (druid)
Alignment
any alignment
AC
12 (15 with vociferous form)
Hit Points
66 (12d8+12)
Speed
walk 30 ft.
Saving Throws
Con +3, Wis +5
Skills
Medicine +5, Nature +6, Perception +7
Immunities
poison
Condition Immunities
poisoned
Passive Perception
17
Languages
Common plus any two languages
Challenge
4
Lineage
Witherbloom
STR
10
+0
DEX
15
+2
CON
13
+1
INT
14
+2
WIS
17
+3
CHA
11
+0

Traits

Proficiency Bonus

+2

Regeneration

As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn.

Verdant Talisman

At the end of a 10-minute ritual, the pledgemage can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the pledgemage conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions

Spellcasting

The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:

  • At will: druidcraft, spare the dying
  • 1/day each: death ward, pass without trace, speak with plants

Briar Vine

Melee Spell Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself.

Vociferous Form (1/Day) (Bonus Action)

The pledgemage transforms into an avatar of plants and shadow. While in this form, the pledgemage adds its Wisdom modifier to its AC if it isn't wearing armor or wielding a shield, and it has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until the pledgemage is reduced to 0 hit points.

recharge

1/DAY

Reactions

Wither Burst

When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Spells

druidcraft, spare the dying, death ward, pass without trace, speak with plants

Other data

description