False Appearance. While the Gobrit remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The Gobrit deals double damage to objects and structures.
Multiattack. The Gobrit makes three slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Dominate Trees (1/Day). The Gobrit magically animates one or two trees it can see within 60 feet of it. This twists the trees into abyssal Gobrings and bends their will to serve the Gobrit. These trees have the same statistics as a Gobrit, except they have a quarter of the Gobrit's HP, Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. A Gobring acts as an ally of the Gobrit. The Gobring remains animate for 1 day or until it dies; until the Gobrit dies or is more than 120 feet from the tree; or until the Gobrit takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Hellish rebuke: The creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
The Gobrit can take 3 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 Gobrit regains spent legendary actions at the start of its turn.
- Rock: The Gobrit makes a rock attack.
- Slam: The Gobrit makes a Slam attack.
- Eldritch Unmaking (Costs 2 Legendary actions and one Gobring): The Gobrit chooses one Gobring it can see and forcefully rips the abyssal magic holding it together. The Gobring explodes in a 20-foot-radius. Each creature in the radius must make a DC 15 Dexterity saving throw, taking (5d8) fire damage and knocked 10 feet back and prone, or half as much on a successful one and not knocked back.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Gobrit takes a lair action to cause one of the following effects; the Gobrit can’t use the same effect two rounds in a row:
- Tendrils erupt from a point on the ground the Gobrit can see within 120 feet of it, creating a 10-foot-high, 20-foot-radius section of poisoned vines. Each creature in the vines' area must make a DC 15 Dexterity saving throw, taking (2d10) poison damage and restrained on a failed save, or half as much damage on a successful one and not restrained.
- Poison gas forms a cloud in a 20-foot-radius sphere centered on a point the Gobrit can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- The Gobrit uses its vine network to shake loose a section of the building, causing debris to rain down from above. Each enemy creature must make a DC 15 Dexterity saving throw, taking (3d6) bludgeoning damage and knocked prone on a failed save, or half as much damage on a successful one and not knocked prone.
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