Servant Of The Vine

Medium humanoid (elf), Chaotic Neutral

Armor Class

16 (breastplate)

Hit Points

72 (16d8)

Speed

walk 30 ft.

Saves

Wis +6, Cha +5

Skills

Medicine +6, Perception +6, Persuasion +5

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

6

Fey Ancestry

The servant has advantage on saving throws against being charmed, and magic can't put the servant to sleep.

Inspire Artistry (3/Day)

The servant of the vine selects up to 6 creatures within 50 feet and grants them advantage to Dexterity (Acrobatics), Dexterity (Sleight of Hand), or Charisma (Performance) checks. The servant of the vine chooses which skill for each recipient.

Spellcasting

The servant of the vine is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The servant of the vine has the following Cleric spells prepared: • Cantrips (at will): guidance, light, sacred flame, thaumaturgy • 1st level (4 slots): bless, create or destroy water (creates or destroys wine; wine created this way evaporates after 1 day), cure wounds, sanctuary • 2nd level (3 slots): hold person, lesser restoration, protection from poison • 3rd level (3 slots): bestow curse, dispel magic • 4th level (3 slots): guardian of faith, freedom of movement • 5th level (2 slots): contagion • 6th level (1 slots): harm, heal

Actions

Multiattack

The servant makes three drunken slash attacks.

Drunken Slash

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stuporous Breath (Recharge 56)

The servant of the vine exhales potent fumes in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and falls asleep, remaining unconscious for 1 minute. On a success, a creature takes half the damage but doesn't fall asleep. The unconscious target awakens if it takes damage or another creature takes an action to wake it. When the creature wakes, it is poisoned until it finishes a short or long rest. The breath has no effect on constructs or undead.