Spriggans

Spriggans are natural guardians of forested and swampy regions, and are malevolently opposed to any intruders in their realms. More mobile and active than either treants or forest walkers, spriggans will often wander the woodlands searching for any interlopers that may need driving out. They can often be found in the company of wolves, feyotes, or grove guardians while pursuing their goal of keeping their woodlands pure. Older spriggans tend to stay closer to their own groves, but still take frequent journeys through their domain.

Young Spriggan

These young spriggans are the most active of their kind, ranging far and wide across their home terrain in search of foes. While other spriggan varieties focus equally on the defense and nurture of nature, young spriggans are almost entirely focused on their hatred of foreign creatures.

Young Spriggan Medium fey, neutral evil Armor Class 16 (natural armor)

16 (natural armor) Hit Points 112 (15d8 + 45)

112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 8 (-1) 14 (+2) 12 (+1) Damage Resistances bludgeoning, piercing

bludgeoning, piercing Damage Immunities poison

poison Condition Immunities poisoned

poisoned Damage Vulnerabilities fire

fire Senses passive Perception 12

passive Perception 12 Languages Druidic, Sylvan

Druidic, Sylvan Challenge 8 (3900 XP) False Appearance. While the spriggan remains motionless in forested terrain, it resembles a clump of roots and has advantage on Stealth checks to remain hidden. Magic Resistance. The spriggan has advantage on saving throws against spells and other magical effects. Nature Lord. Forest creatures with an Intelligence score of 4 or lower will never willingly attack a spriggan, whom they see as a lord of the forest. Animals that are charmed, or who possess some sort of overriding loyalty (such as a Ranger's companion or an animal servant of another fey creature) may be willing to attack it. Actions Multiattack. The spriggan makes two claw attacks. Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 3d10 + 3 (19) piercing damage plus 2d6 (7) poison damage. Awaken Swarm (1/day). The spriggan may use its action to summon 1d4 Swarms of Wasps (see MM 338), which act on the same initiative order as the spriggan and are under its control. The swarms emerge from the branches of the spriggan and may act in the same round they are summoned; on subsequent rounds the spriggan may use a bonus action to command the swarms. If they receive no commands, the swarms simply attack whatever enemy of the spriggan to which they are closest. The swarms remain for 1 hour, until the spriggan dies, or until the spriggan recalls them as a bonus action.