Walnut Dankgrass

Medium humanoid (elf), Lawful Neutral

Armor Class

14 (leather armor)

Hit Points

52 (8d8+16)

Speed

walk 35 ft.

Saves

Int +2, Wis +6

Skills

Athletics +1, Insight +6, Perception +6, Stealth +5, Survival +6

Senses

darkvision 60 ft.

Languages

Common, Druidic, Elvish, Sylvan

Challenge

3

Fey Ancestry

Walnut has advantage on saving throws against being charmed, and magic can't put her to sleep.

Mask of the Wild

Walnut can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wild Shape (Recharges after a Short or Long Rest)

As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls unconscious, drops to 0 hit points, or dies. While transformed, Walnut's game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. Her attacks in beast form are magical. While in beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8 hit points per level of the spell slot expended.

Spellcasting

Walnut is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following druid spells prepared: • Cantrips (at will): druidcraft, produce flame, thorn whip • 1st level (4 slots): cure wounds, entangle, thunderwave • 2nd level (3 slots): flame blade, moonbeam, pass without trace • 3rd level (3 slots): call lightning, dispel magic, plant growth • 4th level (1 slots): blight, freedom of movement

Actions

Multiattack

Walnut makes two attacks with Foremother or her longbow.

Foremother (+1 Scimitar)

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Longbow

Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.