b'Madremonte \n'b'  Large   fey ,  chaotic neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  189 (18d10 + 90)  Speed  30 ft., burrow 30 ft.\n'b' STATS STR: 21 (+5) DEX:  15 (+2)  CON:  20 (+5)  INT:  15 (+2)  WIS:  17 (+3)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Animal Handling  +10,  Athletics  +9,  Intimidation  +10,  Nature  +6,  Perception  +7,  Survival  +7  Damage Resistances  poison; bludgeoning, slashing, and piercing from nonmagical attacks  Condition Immunities   charmed ,  frightened   Senses   darkvision  120 ft., tremorsense 120 ft., passive  Perception  17  Languages  Common, Sylvan; can speak with and understand all beasts as if she shares a language with them  Challenge  12 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Nature\xe2\x80\x99s Champion . The madremonte can bolster beast and plant allies within 100 feet of her. Such creatures have advantage on saving throws and  attack  rolls as long as they can see the madremonte. \n'b'  Innate Spellcasting . The madremonte\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18). The madremonte can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will : druidcraft, mold earth, poison spray \n'b'  3/day each :  entangle ,  move earth ,  spike growth ,  tree stride  \n'b'  1/day each :  control weather ,  storm of vengeance  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The madremonte makes two attacks. \n'b'  Cudgel .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 14 (2d8 + 5) piercing damage and 14 (4d6) poison damage. \n'b'  Longbow .  Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target.  Hit : 11 (2d8 + 2) and 14 (4d6) poison damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The madremonte can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The madremonte regains spent legendary actions at the start of her turn. \n'b'\n'b'  Move . The madremonte moves up to half her speed without provoking an opportunity  attack . \n'b'  Cudgel (Costs 2 Actions) . The madremonte makes a cudgel  attack . \n'b'  Cast a Spell (Costs 3 Actions) . The madremonte casts one of her spells. \n'b'\n'b' ABOUT \n'b' Nature can manifest as terrible natural disasters and frightening beasts. It can also occasionally form a madremonte. These powerful beings have been mistaken for goddesses in the past. Given their power over nature, it is not surprising to see why. \n'b' A typical madremonte tends to be vigilant about protecting her domain, and militant about punishing those who would transgress against the flora and fauna within that domain. It is not uncommon for a madremonte to form armies out of the land\xe2\x80\x99s fiercest beasts and plants and pushing away any so-called civilizations so that they don\xe2\x80\x99t disturb the natural environment. \n'b' Though they can be seen as cold and unforgiving, madremontes are typically kind and gentle spirits when not provoked. A madremonte can even collaborate and coexist with druid enclaves and the occasional elven community, so long as they follow her stringent guidelines and lend aid when necessary.'