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> ## Sondur the Betrayed
>*Huge Corupt Fey, Neutral Evil*

> ***

> Sondur was an archfey who lived in the Feywild.  Betrayed and forgotten by his lover, Sondur was left to his own despair, corrupting the Shademirk Bog.  Residing inside an enormous tree in the middle of the bog, Sondur longed for someone to heal his wounds and cleanse his heart:  a companion, a friend.

> Sondur was a thin, elf-like individual covered in a mass of plants, leaves, and thorns.  The only flesh-like portion of his body was his face.  His eyes glowed bright yellow.  He could connect his body to the tree he resided in through tendrils of plant matter that attached to his back and shoulders.

> ___
> - **Armor Class** 20
> - **Hit Points** 285(15d20 + 60)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|18 (+4)|18 (+4)|17 (+3)|15 (+2)|22 (+6)|
>___
> - **Saving Throws** DEX: +9, WIS: +7, CHA: +9
> - **Skills:** Perception +7, Deception +9, Persuasion +9, Stealth +9
> - **Damage Resistances:** Necrotic, Cold, Bludgeoning, Piercing, and Slashing from non-magical weapons.
> - **Senses** Passive Perception 17
> - **Languages** Common, Elven, Fey
> - **Challenge** 17 (18,000 XP) 
> ___
> ***Legendary Resistance (3/day). *** If Sondur fails a saving throw he can choose to succeed instead.
>
> ***Vine Walk. *** Sondur can enter and emerge anywhere within the Echo Tree as his movement, so long as he has movement left to move.
>
> ***Regeneration.*** Sondur regains 25 hit points at the start of his turn. If he takes fire damage this halts for a turn.
>
> ***Spellcasting.*** Sondur can cast druid spells. ***Spell Save DC:*** 18  ***Spell Attack Bonus:*** +10
> - ***Once/day, 7th Level:*** Reverse Gravity


> - ***Once/day, 6th Level:*** Heal, Sunbeam


> - ***Twice/day, 5th Level:*** Mass Cure Wounds, Insect Plague, Anti-Life Shell


> - ***Three/day, 4th Level:*** Blight, Confusion, Polymorph, Grasping Vine


> - ***Three/day, 3rd Level:*** Dispel Magic, Call Lightning, Wind Wall


> - ***Three/day, 2nd Level:*** Heat Metal, Hold Person, Spike Growth


> - ***Four/day, 1st Level:*** Cure Wounds, Healing Word, Jump, Entangle

> ### Actions
> ***Multi-Attack.*** Sondur can make three melee attacks, or three ranged attacks with Fenthras. 
>
> ***Shattered Strike.*** *Melee Weapon Attack:* +11 to hit, reach 60/120ft., one target. *Hit* 13 (2d8 + 5) 
>
> ***Fenthras Longbow.*** *Ranged Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 13 (1d10 + 7 + 1d4 Lightning) 
>
> - ***Bramble Shot.*** Once per day, the wielder can declare a Bramble Shot: on a successful hit, the target takes an additional 4d8 piercing damage and must make a Strength saving throw (DC=16) or be restrained.


> - ***Tree Growth.*** When a creature is killed by an arrow from this weapon, a single six-foot tall tree grows from their corpse (type of tree may vary).


> - ***Oracle Shot.*** Once per short rest, the wielder can declare an Oracle Shot, allowing them to project their sight through the arrow they fire from the bow for up to 10 minutes.

> ### Legendary Actions

> Saundor 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. Saundor regains spent legendary actions at the start of his turn.

> ***Bow attack:*** Saundor fires a single arrow.

> ***Slam attack:***  Saundor makes a single slam attack.

> ***Spell (costs 2 actions):*** Saundor casts a spell.


> ### Lair Actions

> On initiative count 20 (losing initiative ties), Saundor can take a lair action to cause one of the following magical effects (DC 16). The same effect could not be used twice in a row:

> - A poisonous cloud bursts out from the floor of the tree. Those within its area of effect must succeed a Dexterity saving throw to take half damage, or full damage on a failure. (This effect matches the description of Cloudkill, cast as a single action without concentration.)


> - Vines reach out 10 feet from the wall of the tree, grabbing onto anyone standing too close. Each creature within reach must succeed on a Strength saving throw or be restrained. The victim can repeat the Strength save at the end of their turns.


> - A mist of confusion seeps upwards from the roots of the tree. Each creature within a 10-foot-radius sphere must succeed on a Wisdom saving throw or be affected. (This effect matches the description of Confusion, cast as a single action without concentration.)


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<div class='footnote'>Sondur the Betrayed</div>