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Dungeon Dad (5.5e)

Ashira CR: 2

Medium fey (nymph), chaotic good
Armor Class: 16
Hit Points: 33 (6d8 + 6)
Speed: 40 ft

STR

10 +0

DEX

18 +4

CON

12 +1

INT

12 +1

WIS

16 +3

CHA

18 +4

Saving Throws: Charisma +6
Skills: Perception +5, Persuasion +6, Stealth +4
Damage Resistances: Radiant
Senses: Darkvision 60', Passive Perception 15
Languages: Primordial, Sylvan
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Innate Spellcasting. The ashira casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):

  • At will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the ashira casts the spell again), Druidcraft
  • 3/day each: Cure Wounds
  • 1/day each: Entangle, Pass Without Trace

  • Magic Resistance. The ashira has Advantage on saving throws against spells & other magical effects.

    Speak with Beasts & Plants. The ashira can communicate with Beasts & Plants as if they shared a language.

    Actions

    Multiattack. The creature makes two Thorny Claw attacks or an attack with its Sticky Sap, & it can use Innate Spellcasting to cast Charm Monster.

    Thorny Claws. Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage.

    Sticky Sap. Ranged Attack Roll: +6 to hit, range 60 ft. Hit: 6 (1d4 + 4) Bludgeoning damage and the target is Restrained (escape DC 14).

    Bonus Actions

    Tree Stride. If within 5' of a Large or bigger tree, the ashira teleports to an unoccupied space within 5' of a second Large or bigger tree that is within 120' of the previous tree.

    Suggested Environments

    Arid Climates; Deserts; Feywild


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