Athletics: +3
Acrobatics: -2
Sleight of Hand: -2
Stealth: -2
Arcana: +1
History: +1
Investigation: +1
Nature: +1
Religion: +3
Animal Handling: -1
Insight: +0
Medicine: -1
Perception: +4
Survival: -1
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +0
Common
Elvish
Primordial
Sylvan
Walk: 30ft.
Mace: 2d6+3 Bludgeoning.
Blindsight: 20ft.
Tremorsense: 10ft.
Telepathic Shroud.: The Plant is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Underwater Camouflage: The Renegade has advantage on Dexterity (Stealth) checks made while underwater.
Body Thief: The Renegade initiates an Intelligence contest with an incapacitated humanoid within 5 feet, that isn't protected by Protection from Evil and Good.If The Renegade wins the contest, the Plant's magically takes control of the target's body. The Renegade retains its Intelligence, Wisdom, and Charisma scores, as well as understanding of any language, senses, and traits.The Renegade otherwise adopts the target's statistics. The Renegade knows everything the creature knew, including spells and languages.
If the host body dies, the Plant must leave it. A protection from evil and good spell cast on the body drives The Renegade out. The Renegade is also forced out if the target regains control by means of a wish. By spending 5 feet of its movement, The Renegade can voluntarily leave the body within 5 feet of it.
Tentacles: Melee Weapon Attack. Reach 10 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the start of each of its turns, ending the effect on a success.
The target is also grappled (escape DC 14). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, The Renegade has advantage on attack rolls against it and can 't use this attack against other targets. When The Renegade moves, any Medium or smaller target it is grappling moves with it.
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 12.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Grasping Plants: The lair causes roots and vines to temporarily grow. until initiative count 20 on the next round, the ground within 20 feet of The Renegade is difficult terrain. The Renegade is immune to this effect.
Entangling Vines: The Renegade causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 12 Strength saving throw or be restrained until the end of its next turn.
The Renegade has an effect on its domains that may include any of the following magical effects:
Rogue's Refuge: The villages near The Renegade's domain teems with tales of danger and adventure. Rumors of hidden treasures fill taverns, while locals trade in whispered rumors and half-forgotten maps.
If The Renegade dies, these effects dissipate during the next 8 days.
I'm a kleptomaniac who covets shiny, sparkling treasure.
If you do me an injury, I will crush you, ruin your name, and salt your fields.
Justice. Place in society shouldn't determine one's access to what is right.
Is looking for revenge