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    Aral

    Small fey, neutral

    Armor Class 18 (natural armor)

    Hit Points 136 (16d6 + 80)

    Speed 30 ft.

    STR 12 (+1) · DEX 22 (+6) · CON 20 (+5) · INT 18 (+4) · WIS 20 (+5) · CHA 16 (+3)

    Saving Throws Dex +9, Wis +8

    Skills Nature +10, Perception +11, Stealth +12, Survival +11

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Senses Darkvision 60 ft., passive Perception 21

    Languages Common, Sylvan; can communicate with beasts and plants telepathically

    Challenge 8

    Traits

    Fey Ancestry. Aral has advantage on saving throws against being charmed, and magic can’t put him to sleep.

    Magic Resistance. Aral has advantage on saving throws against spells and other magical effects.

    Innate Spellcasting. Aral's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

    - At will: druidcraft (PHB, p. 66), pass without trace (PHB, p. 264), speak with animals (PHB, p. 277), invisibility (self only; PHB, p. 254)

    - 3/day each: entangle (PHB, p. 238), lesser restoration (PHB, p. 255)

    - 1/day each: conjure animals (PHB, p. 225), plant growth (PHB, p. 266), wall of thorns (PHB, p. 285), commune with nature (PHB, p. 226)

    Guardian of the Wild. While in a forest, Aral can use a bonus action to meld with the natural surroundings, granting him advantage on Dexterity (Stealth) checks, and he can't be tracked except by magical means.

    Disappear. When Aral uses invisibility or becomes hidden, he leaves behind no physical evidence of his passage, so he can't be tracked. Magical tracking, however, is still possible.

    Actions

    Multiattack. Aral makes two Staff attacks or casts a spell and makes one Staff attack.

    Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 7 (2d6) poison damage.

    Staff Strike (Recharge 5–6). Aral strikes with his staff, releasing a burst of natural energy. Each creature of his choice within 10 feet must make a DC 16 Constitution saving throw. On a failed save, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Call of the Wild (1/Day). Aral summons beasts of the forest to his aid. This functions as the Conjure Animals Spell (6th-level version; PHB, p. 266), summoning four beasts of challenge rating 2 or lower.

    Legendary Actions

    Aral can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.

    - Move. Aral moves up to his speed without provoking opportunity attacks.

    - Fade into Nature. Aral becomes invisible until the start of his next turn or until he attacks or casts a spell.

    - Spellcasting (Costs 2 Actions). Aral casts one of his at-will spells.

    Lore

    He lives in impenetrable forests and is considered the protector of animals.

    Aral is a forest spirit who takes the form of an old dwarf, the size of a gnome. He watches over hunting cabins in the woods and can help or harm people depending on their attitude toward the forest and its creatures. According to other sources, this forest spirit isn't limited to a single cabin; he owns all the abandoned houses in the forest, including hunting lodges.

    In one legend, there's a story about a man who was hunting with his daughter in the forest until late. Since it was already late and returning home to the village at night wasn't a great idea, they decided to spend the night in one of the hunting cabins. The cabin stood on the edge of the forest, surrounded by a thicket of pines and spruces. After they settled in, they decided to have dinner. The father began cooking, and the daughter helped him with everything. At that moment, a little mouse appeared in the cabin, and the girl gave it a piece of bread, after which it ran away. After dinner, loud footsteps approached, and Aral came to them.

    From The Witchwood Bestiary 5E, p. 14 · Fern Flower Press