Huge Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 142 (13d12 + 64)
Speed 30 ft.
STR
22 (+6)
DEX
10 (+0)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
Skills Athletics +10, Perception +9, Stealth +8
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Necrotic, Piercing
Damage Immunities Cold
Condition Immunities Blinded, Deafened, Exhaustion
Senses Tremorsense 90 feet, Passive Perception 19
Languages understands Common, Druidic, Elvish, and Sylvan but cannot speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

False Appearance. While the carnifear remains motionless, it is indistinguishable from a normal tree.

Snow Camouflage. The carnifear has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring snow.

Regeneration. The carnifear regains 10 hit points at the start of its turn if it is in contact with the ground. If the carnifear takes radiant damage, this trait doesn’t function at the start of the carnifear’s next turn. The carnifear dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Cold Absorption. Whenever the carnifear is subjected to cold damage, it takes no damage and regains a number of hit points equal to the cold damage dealt.

Actions

Multiattack. The carnifear makes four attacks: two with its slam and two with its grasping roots. If it has a target grappled, the carnifear can also make a bite attack against that target as a bonus action.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, On a hit, the target must succeed on a Strength Saving throw (DC 18) or be knocked prone on a failure. 

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. On a hit the target must make a Wisdom saving throw (DC 16) or be frightened. The target can repeat this saving throw at the beginning of each of its turns and is not frightened on a success. 

Grasping Root. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature not grappled by the carnifear. Hit: The target is grappled (escape DC 18). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 10 slashing damage or more to it at once. Cutting the root doesn’t hurt the carnifear but ends the grapple.

Engulf. The carnifear engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 18 Constitution saving throw at the start of each of the carnifear's turns or take 13 (2d8 + 4) bludgeoning damage. If the carnifear moves, the engulfed target moves with it. The carnifear can have only one creature engulfed at a time.

Description

The Carnifear is a very dangerous creature. A carnivorous cornifer of the genus Eatus and is related to the common pine. The carnifear moves about by using its powerful roots to push it in a particular direction. This plant eats its food through swallowing it with its large trunk after beating it with its branches and grabbing it with its roots where it drags its prey into it. While it looks like a common tree with white bark, it will often cover itself in snow and jump out at the last moment to eat its prey. The most common food for this huge tree is small beasts but it has been known on occassion to eat animals the size of bears. This creature repopulates via cones which are spread by animals. 

The carnifear needs a cold environment to survive as it helps them produce their salicylic acid which gives them their resistance to necrosis and keeps up their regeneration. If they should be taken out of the cold environment or exposed to direct sunlight they lose their ability to produce this acid and will slowly decay to nothing.

The carnifear  is very rare due to often being hunted for its wood which is very luxurious and a unique silvery tent which shines like fine marble. Many a hunter has gone out searching for the carnifear. It is a very dangerous expedition  and very few have returned. It is unknown whether the carnifear did them in or if it was simply the frigid cold  or possibly another form of wildlife within Icewindale.  A common coming of age ceremony for 10 towns is to chop one down and bring it back to town proving you can withstand one of the great evils of the frigid north.

 

Previous Versions

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8/16/2020 11:36:40 PM
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Habitat: ArcticForest

VBunnie23

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