Round 6 or when seriously wounded: Cast invisibility, hide in a favored tree, and wait for the bad guys to go away. Round 5 or when taken to ~50% HP: Use Sap and Honey. Round 2~4: Until the spriggan falls low on hit points, use poison spray or multiattack to spread poison to as many targets as possible, prioritizing anyone who doesn't look tough (robes are a giveaway). Proceed to use Command the Wild each turn for the rest of the fight. Round 1: Call of the Wild + Command the Wild. Most combats follow a pattern similar to this: If a PC has expertise in Nature, consider just handing them the spriggan statblock. If the PCs are familiar with Skyrim monsters, anyone with Nature proficiency should be aware that they can command beasts, and meld into trees, as well as the fact that melding prevents commanding. That said, if you try to kill a spriggan or its home trees, or you're burning down the forest, or you look like the guy who burned down the forest yesterday, a spriggan isn't going to give you a second chance. You can avoid a spriggan's fight-on-sight instinct if you are under the effects of pass without trace, anyone in your party is wearing the boots of the crusader (not a real magic item but it mattered in Skyrim so I wanted to mention it), or you make a DC 10 persuasion check to talk the spriggan down in sylvan or druidic before the spriggan gets stabbed. Spriggans will attack enemies that do not seem natural by default. If your players know what they're doing and this is the only fight of the day, don't be afraid to throw a 3x Deadly fight at them! The more the players are prepared (for instance, by bringing fire and AOE), and the more optimized they are, the deadlier you can comfortably make the fight. For example, Brown Bears for Dire Wolves, Black Bears for Giant Goats, Deer for Foxes (RotH). You may consider swapping animals based on CR. 3x Deadly: 2 Brown Bears, 2 Black Bears, 4 Deer.2.5x Deadly: 1 Brown Bear, 2 Black Bears, 3 Deer.Consider trying one of these fights, in a grove about 60 feet across: Spriggans prefer to live in areas with abundant fauna that they can take control of when under threat.įor a party of 4 level 4 PCs, a spriggan can be a useful major boss fight. Shelter of Boughs allows them to spend most of their time undetected inside trees, where they happily hang out until something unnatural draws their ire. Spriggans live in forests, usually in a favored tree or grove. It cannot use this reaction while grappled or restrained. To do so, the spriggan must see the effect or attack and must have its limbs free. The spriggan adds 3 to its AC against one melee attack that would hit it, or 3 to one Dexterity saving throw that it would fail. Unseen spirits of the air swell around one of the spriggan's arms, which it raises to protect itself. The spriggan can relay instructions to any number of beasts under its command with Call of the Wild. Even if it fails, that creature has disadvantage on attack rolls against anyone it is bonded to, and may make an additional saving throw at the end of each of its turns to end the effect early.Ĭommand the Wild. Any beast with a particularly close bond to another creature (such as a ranger's animal companion, but probably not the horses they ride on) may make a DC 14 Wisdom saving throw to resist this effect. The spriggan stretches its will out into the minds of beasts within 60 feet of it, giving it control over those beasts for 1 hour. The spriggan can use Sap and Honey while melded with a tree, but cannot use Call of the Wild or Command the Wild.Ĭall of the Wild (1/Day). Unlike meld into stone, this is not a spell, it only allows the spriggan to meld with a touched tree, it allows the spriggan to see & hear outside the tree, and it lasts indefinitely. The spriggan melds with a tree by touching it, creating an effect similar to meld into stone. (Using this ability does not end the effects of invisibility.) Under the effect of this magic, the spriggan regains 10 HP at the end of each of its turns. The spriggan calls upon primal magics to fortify it for 1 minute or until it takes fire or bludgeoning damage. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The spriggan makes 2 attacks with its claws.Ĭlaw. Then it can make an additional saving throw to end this effect early. While poisoned this way, the creature takes 1d12 poison damage at the end of each of its turns. When the spriggan deals damage to a creature with poison spray or its claw attack, that target must make a DC 14 Constitution saving throw or become poisoned for 1 minute. It can innate cast the following spells as a 5th level caster, requiring no material components.Īt will: druidcraft, poison spray, speak with animalsġ/day: invisibility (only lasts 3 rounds) The spriggan's innate spellcasting ability is Charisma (spell save DC 14).
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