False Fey Forest
Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
All adjacent spaces are difficult terrain
- Slam.1d10
Lvl 1 fey plant
While it is alive, moving through difficult terrain causes 1d4 damage to non-plants (can't miss).
- Briar cage.
DC10 STR save or grappled, while grappled you have full cover
Lvl 1 small fey plant
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- Claws.2d10
Lvl 4 large fey plant
All adjacent spaces are difficult terrain
- •Branching pull.
(range 6) DC14 STR save. Push/pull a creature 4 spaces, half on sucess
- •Shaking Roots.
(All adjacent creatures) DC12 DEX save, on fail 1d10 dmg and fall prone
Lvl 4 fey plant
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- Claws.2d10+4
On hit: teleport itself or the hero to a tree within 6
Lvl 6 large fey plant
All adjacent spaces are difficult terrain.
- •Needles.
(All adjacent creatures) DC13 DEX save or 2d10 dmg, half on sucess.
- •Slam.3d10.
On damage: fall prone
Lvl 8 fey plant
Can teleport 8 spaces if it starts and ends adjacent to a plant.
Awaken 2 nearby trees into tree minions each round.
- •Charming.
DC14 WILL save or charmed for 1 round. Then:
- •Claws.2d10+10,
advantage against charmed creatures
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- •Awaken Forest!
(1 use) Awaken 3/hero tree minions.
- •Spiked Roots.
Everyone in difficult terrain takes 2d10+4 dmg.
- •Bear Hug.
Teleport 8, DC15 WILL save or charmed for 1 round (heroes can spend an action on their turn to try and resist it with the same save).
- •Claws.
3d10+12, advantage if target is charmed.
At 135HP immediately use Awaken forest and teleport 8.
Brasenia is dying! 100 more damage and she dies. Until then awaken a tree per hero after each of her turns.