Orchid

Medium fey, chaotic neutral

Armor Class

17 (studded leather)

Hit Points

120 (16d8 + 48)

Speed

40 ft., fly 40 ft.

Saves

Cha +10, Dex +10, Int +9

Skills

Acrobatics +10, Athletics +8, Persuasion +10

Condition Immunities

charmed

Senses

darkvision 60 ft.

Languages

Sylvan, Common, Primordial

Challenge

12

Fey Step (Recharge 4-6)

As a bonus action, Orchid can teleport up to 30 feet to an unoccupied space they can see.

Innate Spellcasting

Orchid's innate spellcasting ability is Charisma (spell save DC 19). Orchid can innately cast the following spells, requiring no components. • At will: dancing lights, druidcraft • 3/Day: blur, charm person, counterspell, dispel magic • 1/Day: dimension door, dominate person, pass without trace, tree stride

Magic Resistance

Orchid has advantage on saving throws against spells and other magical effects.

Magic Weapons

Orchid's attacks are magical.

Actions

Multiattack

Orchid makes three attacks with her sword.

Honey Sword

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Her sword drips with honey and some of it sticks to a creature she hits. If she is successful with a hit, she has advantage on all further sword attacks against that target.

Pollen Cloud (3/Day)

Orchid releases a pollen cloud that fills a 20 ft. radius centered on her, lingering for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be affected by the cloud for 24 hours. On a failed save, the creature is consumed with feelings of euphoria and is under the same effect as the confusion spell.