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
Common
Goblin
Primordial
Sylvan
Walk: 20ft.
Spider Climb: The Plant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Club: 3d4+3 Bludgeoning.
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.
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.
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.
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.
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.
Immortality. All my exploring is part of a plan to find the secret of everlasting life.
I would die to recover an ancient relic of my faith that was lost long ago.