Oak Lord

Large fey, chaotic good

Armor Class

17 (+2 leather armor)

Hit Points

150 (20d10 + 40)

Speed

30 ft.

Saves

Cha +10, Dex +9, Wis +11

Skills

Perception +11, Stealth +9

Senses

darkvision 60 ft.

Languages

Sylvan, Elvish

Challenge

16

Innate Spellcasting

The oak lord's innate spellcasting ability is Wisdom (spell save DC 18). The oak lord can innately cast the following druid spells, requiring no components. • At will: druidcraft, guidance, thorn whip • 3/Day: animal friendship, animal messenger, dispel magic, hold person, spike growth, tree stride • 1/Day: blight, commune with nature, conjure woodland beings, freedom of movement, grasping vine, heal, heroes feast, polymorph, sunbeam, wall of thorns

Magic Resistance

The oak lord has advantage on saving throws against spells and other magical effects.

Magic Weapons

The oak lord's attacks are magical.

Shapechange

Using a bonus action, the oak lord can shapechange into a centaur or back to his true form. All his equipment is transformed as well.

Speak with Beasts and Plants.

The oak lord can communicate with beasts and plants as if they shared a language.

Actions

Multiattack

The oak lord makes three attacks with his greatsword in humanoid form or three attacks with his hooves in centaur form.

Greatsword of the Deep Woods

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Hooves (In Centaur Form)

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Summon Centaurs (1/Day)

The oak lord can summon 1d4 centaurs. They appear in unoccupied spaces within 60 feet of him.