b'Waldwalker \n'b'  Family:   Tiefling  \n'b'  Medium   humanoid  ( tiefling ),  neutral good  \n'b'  Armor Class  15 (hide, shield)  Hit Points  150 (20d8 + 60)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX:  13 (+1)  CON:  16 (+3)  INT:  10 (+0)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +7,  Wis  +8  Skills  Animal Handling +8, Medicine +8, Perception +8  Damage Resistances  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  18  Languages  Common, Infernal, Terran  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Earthbound . The waldwalker can move across  difficult terrain  caused by uneven earth and stone normally. \n'b'  Innate Spellcasting . The waldwalker\xe2\x80\x99s spellcasting ability is  Charisma  (Spell Attack +8, Spell Save DC 16). It can innately cast the following spells, requiring no material components (these spells are cast as if by a 3rd level spell slot):\n'b'\n'b'\n'b'  At will :  acid splash  (3d6 damage) \n'b'  3/Day each : ray of sickness \n'b'  2/Day each :  acid arrow  \n'b'\n'b'  Spellcasting . The waldwalker is a 10th-level spellcaster. Its spellcasting ability is  Wisdom  (Spell Attack +8, Spell Save DC 16). The waldwalker has the following spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) : druidcraft, infestation (2d6 damage), mold earth, shape water \n'b'  1st level (4 slots) :  cure wounds ,  thunderwave  \n'b'  2nd level (3 slots) :  flame blade ,  lesser restoration ,  moonbeam  \n'b'  3rd level (3 slots) :  daylight , erupting earth, tidal wave \n'b'  4th level (3 slots) :  blight ,  dominate beast ,  stoneskin  \n'b'  5th level (2 slots) :  insect plague ,  wall of stone  \n'b'\n'b'  Tree Stride . Even while assuming another shape or form, the waldwalker can merge into large or bigger trees by using 5 feet of movement to step into their space and remain inside them for up to 1 hour. If the tree is destroyed or reduced to a smaller  size  than large, the Waldwalker is shunted out to within 5 feet of the tree. While within a tree, the waldwalker can spend another 5 feet of movement to magically  teleport  into another living tree within 120 feet of the tree they occupy. While within a tree you can sense all living plant life (including other trees) within 120 feet. \n'b'  Wild Climber . The waldwalker can move on vertical and inverted surfaces without using its hands, as though it were under the effects of the  spider climb  spell. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The waldwalker makes two tree staff attacks. \n'b'  Tree Staff .  Melee Weapon Attack : +8 to hit, reach 10 ft., 1 target. hit: 9 (1d8 + 4) bludgeoning damage plus 6 (1d10) poison damage. This weapon uses the Waldwalker\xe2\x80\x99s wisdom stat, permanently enchanted as though by the  shillelagh  spell while in the waldwalker\xe2\x80\x99s possession. If this staff hits a creature with both of its attacks, it can expand out into a series of roots as a bonus action, forcing the creature to make a DC 16  Strength  saving throw. On a failed save the target is  restrained  by roots that separate from the original staff, which returns to the waldwalker\xe2\x80\x99s hands. The target may attempt to escape as an action by making a DC 16  Strength  check, breaking free on a success. \n'b'  Change Shape . The waldwalker magically polymorphs into a beast or earth  elemental  with a challenge rating of 5 or less and can remain in this form for up to 5 hours. The waldwalker can choose whether its equipment falls to the ground, melds with its new form, or is worn by its new form. The Waldwalker reverts to its true form if it dies or falls  unconscious . It may also revert to its true form using a bonus action on its turn. While in its new form, the waldwalker retains its game statistics and ability to speak, but its AC, movement speeds,  Strength , and  Dexterity  are replaced by those of the new form. It gains any special senses, proficiencies, traits,  actions , and  reactions  (except class features, legendary actions, and lair  actions ) that the new form has that the waldwalker originally lacks. It can cast its spells with verbal or somatic components in its new form. The new form\xe2\x80\x99s attacks count as magical for the purpose of overcoming resistances and immunity to non-magical attacks. \n'b'  Wild Avatar . As an action, the waldwalker can become shrouded in toxic gas and covered in bark-like skin for 1 minute. While in this state, all creatures who move within 5 feet of the waldwalker on their turn or start their turn there must make a DC 16  Constitution  saving throw, taking 2d6 poison damage on a failed save or half as much damage on a successful one.'