Multiattack. The Corrupted Treant makes one slam attack and one claw attack.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Deals 2d12 + 8 slashing damage on a hit.
Claw. Ranged Weapon Attack: +10 to hit, one target. Deals 2d10 + 8 slashing damage on a hit.
Double Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Deals 4d12 bludgeoning damage on a hit.
Shoulder Charge. The Corrupted Treant can run up to 25 ft, slamming into a target. The target must succeed a DC 15 Strength save or take 3d10 bludgeoning damage, and be knocked prone. If the target succeeds, they aren't knocked prone and they take half as much damage.
When the Corrupted Ent has dropped to 300 Hit Points or less, it takes on it's Mythic properties.
Ironwood Skin. The Corrupted Ent's bark-like skin thickens and it's AC increases to 22. Wooden spikes sprout from it's body which deal an extra 1d6 piercing damage on each of the Corrupted Ent's attacks.
Raging Strikes. Attacks are increased in strength, dealing an additional 1d12 on a slam attack, and an additional 1d10 for a claw attack. The bonus to attacks increases from +10 to +15.
Fire Resistance. The Corrupted Ent becomes resistant to fire damage.
Lair and Lair Actions
Root Spikes. Three separate areas of the lair sprout wooden spikes in a 10ft square, dealing 3d8 piercing damage, and the area becomes difficult terrain. These spikes then retract back into the ground after one round.
Elemental Call. The Corrupted Treant lets out a roar, and 3 Gargoyles climb out of the earth.This does not reoccur until one minion or less remain.
Frightful Presence. Each creature of the Corrupted Treant's choice that is within 30 feet of the it and aware of it must succeed on a DC 16 Wisdom saving throw or become 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 Effect ends for it, the creature is immune to the Corrupted Treant's Frightful Presence for the next 24 hours.
Misty Visions. An area 15ft square is filled with a thick mist, obscuring the vision of those within it. This lasts for one round before dissipating.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/21/2021 8:36:56 PM
|
10
|
2
|
1
|
Coming Soon
|
Comments