False Appearance. The cornucopia is the personification of its grove, existing in all of the trees simultaneously - until it assumes control of a tree and attacks, it is indistinguishable from a group of trees.
Magic Resistance. The cornucopia has advantage on saving throws against spells and other magical effects.
Charge. If the cornucopia moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The cornucopia's innate spellcasting ability is Wisdom (spell save DC 17). The cornucopia can innately cast the following spells, requiring no material components:
- At will: druidcraft, entangle, fog cloud, goodberry
- 1/day each: plant growth, conjure woodland beings, hallucinatory terrain, insect plague
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) bludgeoning damage.
Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Treestride (Recharge 5-6). The cornucopia leaves the tree it is inhabiting, assuming control over a tree within 60 feet of it that has not been the target of this ability within the last 24 hours. If the tree is undamaged, the cornucopia regains all its hit points.
Description
As the guardian of a grove of trees, the cornucopia is, in truth, more spirit than animal. However, when its grove is threatened, the cornucopia manifests as a tree whose bark and branches take the form of a skeletal elk, with foliage for antlers. When injured, the cornucopia can cast its spirit into another tree - it can only be truly defeated by destroying the entire grove that it guards.
Monster art by u/HotWa5a61.
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