I recently created a big boss scary tree monster for an ongoing homebrew, and I could use any advice/comments on what the CR should be on this big leafy boy.
We cant see the monster. If you dont want to publish it (and I recomend not publishing if it is unfinished or just for private use), copy and paste the stats here.
False Appearance. While the GTT remains motionless, it is indistinguishable from a normal tree.
Actions
Multiattack. The GTT makes two attacks per round.
Slam.Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: # (4d10 + 4) bludgeoning damage.
Vine Whip. Melee Weapon Attack:+10 to hit, reach 15 ft., one target. Hit: # (3d10 + 4) slashing damage.On a successful hit, the target must make a strength saving throw (DC 20). On a failed save, the target's weapon is flung 10 ft. away in a random direction.
Legendary Actions
The GTT can take 2 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's turn. The GTT regains spent legendary actions at the start of its turn
Burning Sap (Costs 1 Action). The GTT expels a hot, golden sap in all directions. All creatures within 30' must make a dexterity saving throw (DC 20) or be covered in sticky sap. On a failed save, a creature covered in the sap takes 2d6 acid damage and is restrained for one round. On a successful save, the creature takes half damage and is slowed for one round.
Root Grasp Attack (Costs 1 Action). The GTT sends its roots snaking underground towards up to three targets within a 120 ft range. The roots burst from the ground and attacks each of the targets. Melee Weapon Attack: +8 to hit, reach 120 ft., three targets. Hit: # (3d8 + 4) bludgeoning damage. On a successful hit, the target must make a strength saving throw (DC 18) or be pulled prone and restrained.
Leaf Shield (Costs 1 Action). The GTT summons a ferocious whirlwind that surrounds it to a distance of 10 ft. The whirlwind is full of leaves and obscures all vision on the GTT. For the remainder of the round (or until the GTT makes another action), the GTT is considered to be in full cover. All ranged attacks against it are at disadvantage. Anyone within the 10 ft. range of the whirlwind must make a strength saving throw. On a failed save, they suffer 1d8 force damage and are thrown 20' away from the GTT. On a successful save, they remain in place and take half damage. In addition, the GTT heals 2d6 + 5 points of damage.
Description
The GTT is a unique aberration, created my accident when an explosion sent a hunk of gold through a troll's heart and embedded into a young tree. The unintended combination of regenerative energy, arcane force, and the avarice of the parties involved created the GTT. Over the decades, the GTT grew and began to absorb the energy of the surrounding fauna.
The GTT itself appears as an enormous oak, with golden rivulets flowing through its bark and leaves. The leaves are green on top, and dull gold on the bottom.
Lair and Lair Actions
The GTT stands in the center of a copse of dead trees. The dead trees have small veins of gold squirming up their trunks through which the GTT absorbs their life force. The lair extends 150 ft. from the GTT.
Lair Actions
On initiative count 20 (losing initiative ties), the GTT takes a lair action to cause one of the following effects; the GTT can’t use the same effect two rounds in a row:
Rumble. The GTT causes a moderate earthquake throughout its lair. All creatures within the lair must make a saving throw (dexterity or constitution; DC 15) or be knocked prone.
Summon Guardians. The GTT summons its choice of the following plant guardians, which remain for 1 minute or until killed. These guardians will attack and seek valuables from anyone within the lair.
1d4 Shrieker
2d4 Twig Blight
1d4 Vine Blight
1d6 Violet Fungus
Regional Effects
The region containing a legendary GTT's lair is in the southeastern section of the forest on Queen Aerin Island, which creates one or more of the following effects:
For each day spent in the forest, each creature with an intelligence over 8 must make a wisdom saving through (DC 12). On a failed save, the creature becomes greedy, and will begin to seek opportunities to gain wealth in any form, including from allies.
Flowers and plants in the area have an oddly metallic hue.
If the GTT dies, these effects fade over the course of 3d10 days.
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Hey DMs,
I recently created a big boss scary tree monster for an ongoing homebrew, and I could use any advice/comments on what the CR should be on this big leafy boy.
Thanks in advance!
https://www.dndbeyond.com/monsters/525445-greed-troll-tree
p.s. I'm working on the name.
We cant see the monster. If you dont want to publish it (and I recomend not publishing if it is unfinished or just for private use), copy and paste the stats here.
Thanks, I don't come here much.
False Appearance. While the GTT remains motionless, it is indistinguishable from a normal tree.
Multiattack. The GTT makes two attacks per round.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: # (4d10 + 4) bludgeoning damage.
Vine Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: # (3d10 + 4) slashing damage. On a successful hit, the target must make a strength saving throw (DC 20). On a failed save, the target's weapon is flung 10 ft. away in a random direction.
The GTT can take 2 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's turn. The GTT regains spent legendary actions at the start of its turn
Burning Sap (Costs 1 Action). The GTT expels a hot, golden sap in all directions. All creatures within 30' must make a dexterity saving throw (DC 20) or be covered in sticky sap. On a failed save, a creature covered in the sap takes 2d6 acid damage and is restrained for one round. On a successful save, the creature takes half damage and is slowed for one round.
Root Grasp Attack (Costs 1 Action). The GTT sends its roots snaking underground towards up to three targets within a 120 ft range. The roots burst from the ground and attacks each of the targets. Melee Weapon Attack: +8 to hit, reach 120 ft., three targets. Hit: # (3d8 + 4) bludgeoning damage. On a successful hit, the target must make a strength saving throw (DC 18) or be pulled prone and restrained.
Leaf Shield (Costs 1 Action). The GTT summons a ferocious whirlwind that surrounds it to a distance of 10 ft. The whirlwind is full of leaves and obscures all vision on the GTT. For the remainder of the round (or until the GTT makes another action), the GTT is considered to be in full cover. All ranged attacks against it are at disadvantage. Anyone within the 10 ft. range of the whirlwind must make a strength saving throw. On a failed save, they suffer 1d8 force damage and are thrown 20' away from the GTT. On a successful save, they remain in place and take half damage. In addition, the GTT heals 2d6 + 5 points of damage.
Description
The GTT is a unique aberration, created my accident when an explosion sent a hunk of gold through a troll's heart and embedded into a young tree. The unintended combination of regenerative energy, arcane force, and the avarice of the parties involved created the GTT. Over the decades, the GTT grew and began to absorb the energy of the surrounding fauna.
The GTT itself appears as an enormous oak, with golden rivulets flowing through its bark and leaves. The leaves are green on top, and dull gold on the bottom.
Lair and Lair Actions
The GTT stands in the center of a copse of dead trees. The dead trees have small veins of gold squirming up their trunks through which the GTT absorbs their life force. The lair extends 150 ft. from the GTT.
Lair Actions
On initiative count 20 (losing initiative ties), the GTT takes a lair action to cause one of the following effects; the GTT can’t use the same effect two rounds in a row:
Regional Effects
The region containing a legendary GTT's lair is in the southeastern section of the forest on Queen Aerin Island, which creates one or more of the following effects:
If the GTT dies, these effects fade over the course of 3d10 days.