Medium humanoid, neutral evil
- Armor Class
- 14 (hide armor)
- Hit Points
- 88 (16d8 + 16)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Con +4, Wis +6
- Skills
- Arcana +4, Nature +4, Insight +6, Religion +4
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common, Elvish
Traits
The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Reactions
When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points.
Spellcasting
The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared: