False Appearance. If the Cuimhne tree remains motionless, it is indistinguishable from a huge tree. Glittering leaves shimmer despite overcast skies of Shadowfell.
Grasping Tendrils. The Cuinmhne can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Multiattack. The Cuimhne makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The Cuimhne pulls each creature grappled by it up to 25 feet straight toward it.
Dancing Leaves. The Cuimhne creates a whirlwind of leaves to push back attackers. (DC 16 Strength sav; pushed back 15 feet away from tree)
Psychic pollen. The Cuinhme spreads pollen to strike fear into its enemies minds. (DC 16 Int sav; on fail player is paralized 6 seconds). must shake off mental trauma of the dark visions the Cuimhne shares with you at the end of your turn.
Lair and Lair Actions
Being within 120ft of tree causes great curiosity (a vast change of feelings within Shadowfell.)
Previous Versions
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Coming Soon
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