False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The tree can make a number of attacks per turns. (2 Slam or Slap attacks and 1 Root Pierce attacks) or (5 Root Pierce attacks.)
Slam. Melee Weapon Attack: +12 to hit, reach 40 ft., one target. Hit: 18 (3d8+6) bludgeoning damage.
Root Pierce. Melee Weapon Attack: +6 to hit reach as far as the roots go., one target. Hit: 10 (2d6+4) piercing damage.
Slap Attack. Melee Weapon Attack: +12 to hit, 50ft., one target. Hit: 14 (2d8+6) bludgeoning damage. Creatures that are hit must make a STR saving throw of 19 or get pushed back 20ft.
Blood soke. As a bonus action the tree can suck up blood from its well of blood and regen 3d10 hit points.
Multi Reaction. This Tree can make 2 Reactions per turn.
Creatures that move with in a 50ft radiuses. Get hit with a slap attack.
The tree can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tree regains spent legendary actions at the start of its turn.
Root Pierce. Melee Weapon Attack: +6 to hit reach as far as the roots go., one target. Hit: 10 (2d6+4) piercing damage.
Slap Attack. Melee Weapon Attack: +12 to hit, 50ft., one target. Hit: 14 (2d8+6) bludgeoning damage. Creatures that are hit must make a STR saving throw of 19 or get pushed back 20ft.
Root Snare. Melee Weapon Attack: +6 to hit, 60ft., three targets. On a hit the target is grappled. Target must make a STR check to brake free from the roots DC 15 or
Description
An old blood tree that grows with out sun light and downs a jackals face and drinks the blood of children. Also Acorns.
Lair and Lair Actions
Blood Tree's of Mallis grow in the bottom level of temples made by Mallis and Kal. The trees lair is a rocky and smells like pin its a nice smelling place to attract those who wonder. Blood fills a large under ground pool and must be filled at all times. The trees roots spread all throw this place.
Lair Action.
On initiative count 20 (losing initiative ties), the tree takes a lair action to cause one of the following effects; the tree can’t use the same effect two times in a row:
- The sweet smell of pin can be used as a sleeper roll 2d10 and all creatures under the number you rolled in hit points are put to sleep for 2 round.
- The roots of the tree can brake the ground and make all the terrain difficult terrain for 4 rounds.
Comments