Zethino
- Hit points · HP
- 62
- Armour class · AC
- 12
- Level
- 7
- Strength
- 10+0
- Dexterity
- 12+1
- Constitution
- 11+0
- Intelligence
- 14+2
- Wisdom
- 15+2
- Charisma
- 18+4
Attacks and skills 7
Strengthened Shillelagh
cantrip
Your staff or club becomes magical: it deals [1], and uses your Spellcasting Ability for
Attack Rolls.
Attack Rolls.
Bonus Action
Barkskin
Level 2 spell
Protect a creature from attacks: increase its
Armour Class up to 16.
Armour Class up to 16.
1.5m
ActionLevel 2 spell slot
concentration
Entangle
Level 1 spell
Create a vine surface, slowing down creatures, possibly
Entangling them.
18m
Action
concentration
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Spike Growth
Level 2 spell
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
18m
Action
concentration
Fallen Lover
Summon a wood woad bound to your tree to fight alongside you.
9m
Action
Topple
Swipe at a creature to knock it
Prone.
Action
Possible damage types
Bludgeoning
Traits 4
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Grasp of the Forest
Weapon attacks can
Entangle the target.
Magic Resistance
Has
Advantage on
Saving Throws against spells and other magical effects.
Advantage on
Saving Throws against spells and other magical effects.Darkness Rules
No game description available.
3 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.