LGtC:Spriggan Matron

Spriggan Matron
Medium Fey, Neutral

Armor Class 16 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft.

15 (+2) 13 (+1) 14 (+2) 19 (+4) 15 (+2) 14 (+2)

Saving Throws {{{saves}}}
Skills Perception +9, Nature +7, Stealth +7
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Damage Immunities {{{immunities}}}
Condition Immunities {{{conditions}}}
Senses darkvision 60 ft., passive Perception 19
Languages Faerie, Spriggan

Challenge 5 (1,800 XP)Proficiency Bonus +3
Regeneration. The spriggan regains 5 hit points at the start of her turn. If the spriggan takes fire damage, this trait doesn't function at the start of the spriggan's next turn. The spriggan dies only if she starts her turn with 0 hit points and doesn't regenerate.

Regrowth (1/day). When the spriggan is reduced to 25 or fewer hit points, she begins to glow, shedding dim light in a 5-foot radius. If the spriggan is not killed before the start of her next turn, she will stop glowing and regain all of her hit points. In addition, she loses her Regeneration trait, and deals an extra 3 (1d4) poison damage with her claws for the next minute.

False Appearance. If the spriggan is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the spriggan move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the spriggan isn't part of a tree or root system.

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

Tree Stride. Once on her turn, the spriggan can use 10 feet of her movement to step magically into one living tree within her 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.
Multiattack. The spriggan makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, plus 4 (2d4) poison damage.

Stinging Hands (Recharge 5–6). The spriggan sprays stinging bees in a 30-foot cone. Each creature in that area must make a DC 16 Endurance saving throw, taking 10 (3d6) piercing damage plus 10 (3d6) poison damage on a failed save, and half as much on a successful one.

Call of the Wild (1/day). The spriggan calls forth beasts to defend her home. 2 beasts that are CR 2 or lower, or 4 beasts that are CR 1 or lower appear within 60 feet of the spriggan. These beasts roll their own initiative. Each beast appears individually at the start of its turn, and are allies of the spriggan.

Found In: Legionnaire's Guide to Cyrodiil


Spriggans, also known as nature's guardians, are a form of nature spirits found commonly in the forested regions of Tamriel. Most often reported to take the form of a female humanoid, albeit with tree-like features such as bark for skin, branch-like antlers or horns, and sharp wooden claws.

Friends of Nature. Spriggans share a special connection with plant and animal life, being able to hide inside or travel between nearby trees, as well as call upon the aid of animals when threatened, most commonly bees, deer, wolves or bears.

Victims of Darkness. In place of hearts, spriggans possess a magical heart shaped root known as a Taproot. These are often sought after by hags, witches and other dark arcane experts for use in their rituals. In some reported cases, spriggans have been twisted and corrupted by dark nature magic into hulking abominations known as lurchers, in such cases the only cure for the spriggan is to slay the lurcher and. release the tortured spirit trapped within.

Spriggan Matrons

Spriggan matrons are more powerful than ordinary spriggans, usually acting as the leader of a group of spriggans. They emit a warm, orange glow, rather than the green of other spriggans. They have an innate ability to call upon many animals to assist them in battle, along with the power to rapidly regenerate and come back stronger when pushed to the breaking point.