False Fey Forest

Deceptive veil.

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.

Lvl 1/3 fey plant Minion

Grasping Roots.

All adjacent spaces are difficult terrain

  • Slam.1d10

Lvl 1 fey plant

15
Spiked Roots.

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

25
Treestride.

Can teleport 8 spaces if it starts and ends adjacent to a plant.

  • Claws.2d10

Lvl 4 large fey plant

H530
Grasping Roots.

All adjacent spaces are difficult terrain

Choose one.
  • 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

40
Treestride.

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

M555
Grasping Roots.

All adjacent spaces are difficult terrain.

Choose one.
  • Needles.

    (All adjacent creatures) DC13 DEX save or 2d10 dmg, half on sucess.

  • Slam.3d10.

    On damage: fall prone

Lvl 8 fey plant

90
Treestride.

Can teleport 8 spaces if it starts and ends adjacent to a plant.

Awaken forest!

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

Level 10 Solo fey plant
M275
INT/WILL++
Treestride.

Can teleport 8 spaces if it starts and ends adjacent to a plant.

After each hero's turn, choose one:
  • 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.

BLOODIED:

At 135HP immediately use Awaken forest and teleport 8.

LAST STAND:

Brasenia is dying! 100 more damage and she dies. Until then awaken a tree per hero after each of her turns.