Witherbloom Apprentice

Medium humanoid (druid), any alignment

Armor Class

13 (leather armor)

Hit Points

44 (8d8 + 8)

Speed

walk 30 ft.

Saves

Con +3, Wis +4

Skills

Medicine +4, Nature +5, Perception +6

Languages

Common plus any two languages

Challenge

2

Proficiency Bonus

+2

Regeneration

The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point.

Verdant Talisman

At the end of a 10-minute ritual, the apprentice can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the apprentice conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust.

Actions

Spellcasting

The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: • At will: druidcraft, spare the dying • 1/Day: pass without trace

Briar Vine

Melee Spell Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself.