Regeneration. Gulthias Tree regains 10 hit points at the start of its turn if it is in contact with the ground. If Gulthias Tree takes fire damage, this trait doesn't function at the start of its next turn. Gulthias Tree dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. Gulthias Tree deals double damage to objects and structures
Vampiric Weakness. Gulthias Tree has the following flaws:
- Harmed by running water. Gulthias Tree takes 20 points of acid damage when it ends its turn in running water.
Multiattack. Gulthias Tree makes 2 attacks with its branches or grasping roots. If it has a target grappled, Gulthias Tree can also make a constrict attack against that target as a bonus action.
Branch. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.
Grasping Root. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. On a hit the target must make either a strength or dexterity saving throw (DC 15), or become grappled. The roots have a 16 AC and can be severed with six points of slashing damage administered in one attack. Cutting the root does not hurt Gulthias Tree, but it does end the grapple.
Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 9 (2d6 + 2) bludgeoning damage. This is a bonus action melee weapon attack on enemy grappled due to a Grasping Root melee weapon attack.
Frightful Presence (3/day). All creatures standing on the Tree's root mound (within ten feet of the Tree) must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, or the condition ends for it, the creature is immune to the Tree's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5-6). Gulthias Tree exudes poisonous gas in a 15 foot cone from an opening in its trunk. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one.
The Gulthias Tree can take 2 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. The Gulthias Tree regains spent legendary actions at the start of its turn.
Grasping Root (Costs 1 Action). Gulthias Tree makes its grasping root melee weapon attack.
Description
Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.
Lair and Lair Actions
Summon Blight. On initiative count 20 (losing initiative ties) Gulthias Tree magically summons a horde of 1d4 twig, vine, or needle blights (d6, 1-2, 3-4, 5-6). The horde appears at the edge of the lair nearest the creature furthest from the Tree that is not grappled.
the con mod hit points seems wrong, with 13 hit dice it should be +52 not 32 so would be 189 hit points
correct! Ill make the edit when i can!
What a nasty tree. I love it.
Thanks! Enjoy it!