Forest Army
While casting and concentrating on this spell, you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses, you see and hear through your grove swarm’s senses. You can command your grove swarm telepathically, ordering it to advance, attack, or retreat. If the grove swarm enters your space, you can order it to carry you.
If you take any action other than continuing to concentrate on this spell, the spell ends and the trees and plants set down roots wherever they are currently located.
Grove Swarm
Gargantuan swarm of Large plants
AC 16 (natural armor)
HP 217 (15d20+60; bloodied 108)
Speed 50 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 6 (–2) | 18 (+4) | 10 (+0) | 10 (+0) | 7 (–2) |
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities charmed , frightened , grappled , petrified , prone , restrained , stunned
Senses passive Perception 10
Languages Druidic, Sylvan
Challenge —; Proficiency +5
Magic Resistance. The swarm has advantage on saving throws made against spells and other magical effects.
Regeneration. The swarm regains 10 hit points at the start of its turn if it has at least 1 hit point.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Large plant. The swarm can't regain hit points from spells or potions, and it cannot gain temporary hit points.
Titanic. The swarm fills a 100-foot radius circle and ignores difficult terrain .
ACTIONS
Thrash. Melee Weapon Attack: +12 to hit, reach 0 ft., all creatures in the swarm's space. Hit: 24 (5d6+7) magical slashing damage and the target is grappled (maneuver DC equal to your spell save DC).