Large Plant, Chaotic Neutral
Armor Class 17 Natural armor
Hit Points 204 (17d12 + 14)
Speed 30 ft., Burrow 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
20 (+5)
CHA
6 (-2)
Saving Throws STR +9, CON +10, WIS +10
Skills Athletics +8, Nature +9, Survival +9
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned
Senses Darkvision 120 ft, Tremorsense 60 ft, Passive Perception 18
Languages Druidic, Primordial, Sylvan, Telepathy 20 ft
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Brood Batch. During its turn, the Brood Garden can spawn 1d4 + 1 weedlings that act immediately after its turn.

Spellcasting. The brood garden is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The brood garden has following druid spells prepared:
Cantrips (at will): thorn whip, poison spray, firebolt
1st level (4 slots): entangle, fog cloud, charm person

2nd level (3 slots): gust of wind, hold person, spike growth

3rd level (2 slots): call lightning, sleet storm 

Actions

Multiattack. The Brood Garden makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage. 

 

Reactions

Serve the Garden. As a reaction, it can command any weedlings within 20ft of the brood garden to take an attack instead of the brood garden.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The brood garden is an elemental infused by the very essence of nature itself. When they form, they find a forest or grove to inhabit and they will protect it fiercely. Some druids have have formed pacts with such creatures to ensure the safety of sacred forests.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2020 11:29:28 PM
3
1
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Coming Soon

Monster Tags: plantElemental

Cthulh00

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