Gen Legend



Suajan

The Spirit Of The Pensive Realm

Plant: Treefolk

Trickster

True Neutral
Medium size
She
⚜️

Lvl: 15

💚

HP: 76

🛡️

AC: 16

🔆

Proficiency Bonus:
+5

🦾

STR: 16 +3

🥢

DEX: 10 +0

🫀

CON: 10 +0

🧩

INT: 15 +2

🦉

WIS: 16 +3

🎭

CHA: 12 +1

⭐️
Skills:

Athletics: +3
Acrobatics: +0
Sleight of Hand: +0
Stealth: +2
Arcana: +2
History: +2
Investigation: +2
Nature: +2
Religion: +2
Animal Handling: +6
Insight: +3
Medicine: +8
Perception: +3
Survival: +3
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1

Passive Perception:

13
🎲
Saving Throws:

STR: +3
DEX: +0
CON: +3
INT: +2
WIS: +8
CHA: +1

📜

Languages:

Common
Goblin
Primordial
Sylvan

🦿

Movement

Walk: 20ft.

Spider Climb: The Plant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

⚔️

Combat Actions

To hit: +8

Club: 3d4+3 Bludgeoning.

Special Attack:

3 charges per day. Recharges on a short or long rest.
Thunder Club: 4d4+3 Thunder.

🔮

SPELLCASTING: WIS

Spell Save DC: 16

To hit: +8

Natural Spells:
1 use per day each:
Entangle
Charm Person:
Enchantment(1 Action)⟨1 hour⟩-30 feet

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.


Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Cure Wounds:
Abjuration (Action)⟨Instantaneous ⟩-Touch

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.


👁️

Senses

Blindsight: 60ft.


Illumination: The Spirit Of The Pensive Realm sheds bright light in a 30-foot radius and dim light for an additional 20 ft.

Color Change: The Spirit Of The Pensive Realm can change the color of its skin to communicate or as a response to its environment.

Sunlight Sensitivity: While in sunlight, The Spirit Of The Pensive Realm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


🛟

Resistances

Immunities:

poison

Resistances:

force
lightning
piercing


Vulnerabilities:

bludgeoning
fire
necrotic
slashing



Protections:

False Apperance: While The Spirit Of The Pensive Realm remains motionless in rest, it is indistinguishable from a mundane object or feature of the environment.

🥊

Martial Habilities


Skewer: Once per turn, when The Spirit Of The Pensive Realm makes a Melee attack and hits, the target takes an extra 6 (2d6) damage, and the Plant gains temporary hit points equal to the extra damage dealt.

Multiattack: The Spirit Of The Pensive Realm makes two simple melee attacks.

👑

Legendary

Legendary Actions

The Spirit Of The Pensive Realm gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
Nature's Aid: The Spirit Of The Pensive Realm calls upon nature to assist, entangling an enemy. On a failed DC16 Dexterity saving throw the enemy is restrained.

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 16.
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:
Mental Manipulation: The Spirit Of The Pensive Realm attempts to dominate one creature it can see within its lair. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the The Spirit Of The Pensive Realm until initiative count 20 on the next round.
Entangling Vines: The Spirit Of The Pensive Realm causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 16 Strength saving throw or be restrained until the end of its next turn.
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 Spirit Of The Pensive Realm is difficult terrain. The Spirit Of The Pensive Realm is immune to this effect.

🌋

Region

The Spirit Of The Pensive Realm has an effect on its domains that may include any of the following magical effects:
Tides of Chaos: Within the domains of The Spirit Of The Pensive Realm, within 1 mile, reality seems pliable, as if bent by the weight of untamed magic. Flickers of light and strange distortions hint at currents of wild magic. Travelers often leave with tales of phenomena too bizarre to recount without skepticism. When any creature casts a spell, they should roll in the Wild Magic Table (Player Handbook).

Enchanted Melodies: Distant music echoes faintly within a mile of The Spirit Of The Pensive Realm's lair. On a failed Charisma Saving Throw, the will of the creature gets affected by the melody, becoming Charmed by The Spirit Of The Pensive Realm.

If The Spirit Of The Pensive Realm dies, these effects dissipate during the next 8 days.

🏵️

Traits


I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
I can't resist swindling people who are more powerful than me.

🏛️

Ideal

Immortality. All my exploring is part of a plan to find the secret of everlasting life.

🪝

Plot Hook

I would die to recover an ancient relic of my faith that was lost long ago.

📖

My Story