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    Zhiburinis

    Medium undead, neutral evil

    Armor Class 18 (natural armor)

    Hit Points 190 (20d8 + 100)

    Speed 40 ft.

    STR 20 (+5) · DEX 18 (+4) · CON 20 (+5) · INT 16 (+3) · WIS 18 (+4) · CHA 18 (+4)

    Saving Throws Dex +9, Con +10, Wis +9, Cha +9

    Skills Perception +9, Stealth +9, Nature +8

    Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Fire, Poison

    Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

    Senses Darkvision 120 ft., passive Perception 19

    Languages Common, Sylvan, understands all languages of creatures originating from the forest

    Challenge 13

    Traits

    Fiery Aura. At the start of each of Zhiburinis's turns, each creature within 10 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.

    Blazing Heart. Zhiburinis's heart glows with inner fire. Whenever he takes damage, any creature within 5 feet of him takes 5 (1d10) fire damage.

    Forest Bound. Zhiburinis cannot leave the boundaries of the forest he inhabits. If forced to do so, he immediately reappears in a random location within the forest.

    Tree Stride. Once on his turn, Zhiburinis can use 10 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

    Magic Resistance. Zhiburinis has advantage on saving throws against spells and other magical effects.

    Speak with Beasts and Plants. Zhiburinis can communicate with beasts and plants as if they shared a language.

    Innate Spellcasting. Zhiburinis's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

    - At will: Druidcraft (PHB, p.236), Speak with Animals (PHB, p.277), Speak with Plants (PHB, p.277), Detect Magic (PHB, p.231), Invisibility (self only; PHB, p.254)

    - 3/day each: Call Lightning (PHB, p.220), Wall of Fire (PHB, p.285), Fireball (PHB, p.241)

    - 1/day each: Blight (PHB, p.219), Insect Plague (PHB, p.254), Wrath of Nature (PHB, p.171)

    Actions

    Multiattack. Zhiburinis makes two Burning Touch attacks.

    Burning Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

    Hit: 17 (2d10 + 6) fire damage. The target must succeed on a DC 18 Constitution saving throw or be cursed with a blazing mark. While cursed in this way, the target takes 7 (2d6) fire damage at the start of its turn. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

    Heartfire Blast (Recharge 5–6). Zhiburinis releases a burst of fiery energy from his heart. Each creature within a 20-foot radius centered on him must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) fire damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

    Reactions

    Flame Rebirth. When Zhiburinis is reduced to 0 hit points, his body erupts in flames. Each creature within 30 feet must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Zhiburinis then reconstitutes at the heart of the forest over the next 1d4 days unless the forest is healed or restored.

    Legendary Actions

    Zhiburinis can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zhiburinis regains spent legendary actions at the start of his turn.

    Blazing Step. Zhiburinis moves up to his speed without provoking opportunity attacks. During this movement, he can move through other creatures and objects as if they were difficult terrain. If he ends his movement inside an object, he takes 5 (1d10) force damage and is shunted to the nearest unoccupied space.

    Searing Glare. Zhiburinis targets one creature he can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.

    Ignite (Costs 2 Actions). One creature Zhiburinis can see within 60 feet bursts into flames. The target must make a DC 17 Dexterity saving throw. On a failed save, it takes 21 (6d6) fire damage and is lit on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target or a creature within 5 feet can use an action to extinguish the flames.

    Lore

    A terrifying forest demon appearing as a fiery skeleton or a glowing humanoid figure.

    Zhiburinis is a sinister demon—a terrifying forest spirit who appears in the form of a fiery skeleton, a human figure glowing from within (specifically from the area of the heart).

    In ancient tales, it's said that Zhiburinis was once a guardian of the forest—a being of strength and wisdom. Over time, however, as humans delved deeper into the ancient woodland realm and ceased living in harmony with the forest—massively cutting down trees and hunting animals to extinction—Zhiburinis changed, and his essence became distorted.

    From The Witchwood Bestiary 5E, p. 98 · Fern Flower Press