Huge Plant, Neutral
Armor Class 16 (natural armor)
Hit Points 337 (27d12 + 162)
Speed 30 ft.
STR
25 (+7)
DEX
14 (+2)
CON
23 (+6)
INT
18 (+4)
WIS
24 (+7)
CHA
12 (+1)
Saving Throws DEX +8, CON +12, WIS +13
Skills Insight +13, Nature +16, Perception +13, Survival +13
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Cold, Piercing, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft, Tremorsense 120ft, Passive Perception 23
Languages Common, Druidic, Elvish, Sylvan, Telepathy (60ft, Plants only)
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

False Appearance. While the Archwood remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The Archwood deals double damage to objects and structures.

Nature's grace. The Archwood ignores difficult terrain created by natural phenomena and its own spell and regional effects.

Spellcasting. The Archwood is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): Druidcraft, Mold Earth, Frostbite, Thorn whip

1st level (4 slots): Cure Wounds, Entangle, Ice Knife, Absorb Elements

2nd level (3 slots): Heat Metal, Beast Sense, Spike Growth

3rd level (3 slots): Speak With Plants, Erupting Earth, Plant Growth

4th level (3 slots): Giant Insect, Watery Sphere, Grasping Vine, Ice Storm

5th level (3 slots): Wrath of Nature, Mass Cure Wounds, Contagion

6th level (2 slot): Heal, Wall of Thorns, Sunbeam

7th level (2 slot): Plane Shift (Feywild only)

8th level (1 slot): Tsunami

9th level (1 slot): Foresight

Actions

Multiattack. The archwood makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7), and the target is medium sized or smaller, it must succeed on a DC 21 Strength saving throw or be knocked prone and restrained. Until the Archwood uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 21 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of its previous location and is no longer restrained.

Boulder. Ranged Weapon Attack: +13 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 7) bludgeoning damage.

Earthen Grave (Recharge 5-6). As a bonus action, the Archwood points at a target creature that it can see within 120 ft of it, who must succeed on a DC 21 Dexterity saving throw or be grappled by roots. If the creature fails the save by 5 or more, it must succeed on a DC 21 Strength saving throw or fall prone. If the creature fails the additional save by 5 or more, it is pulled under the earth and is buried. While buried, the creature is blinded, deafened, restrained, and choking (Basic Rules Chapter 8), and has total cover against attacks and other effects outside of the earth. At the start of a buried creature's turn, it can use its action to make a DC 21 Strength check. On a successful check, it is no longer buried and is then prone.

Animate Trees (1/Day). The Archwood magically animates one or two plants it can see within 60 feet of it. These plants have the same statistics as a Wood Woad, except they have Intelligence and Charisma scores of 1, they can't speak, and they lack the regeneration trait. An animated plants acts as an ally of the Archwood. The plant remains animate for 1 day or until it dies; until the Archwood dies or is more than 120 feet from the plant; or until the Archwood takes a bonus action to turn it back into an inanimate plant. The plant then takes root if possible.

Bonus Actions

 

Reactions

 

Legendary Actions

The Archwood 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 Archwood regains spent legendary actions at the start of its turn.

Cantrip. The Archwood casts one of its cantrips.

Slam. The Archwood makes one slam attack.

Stomp (Costs 2 actions). The Archwood makes one stomp attack.

Root bury (Costs 2 actions). The Archwood digs its roots into the earth and spreads them in a 20ft radius around the Archwood. The Archwood has advantage on saves that would knock it prone, cannot be moved until the start of its next turn, and cannot make the Stomp attack. If a creature is already pinned under a stomp, it takes 26 (6d8) piercing damage as roots dig through its body.

 

Mythic Actions

 

Description

 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Archwood takes a lair action to cause one of the following effects; the Archwood can’t use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the Archwood dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the Archwood. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the Archwood uses this lair action again or when the archwood dies.
  • Poisonous spores fill a 10-foot cube that the Archwood can see within 120 feet of it. Any creature that enters the cloud for the first time on a turn or starts its turn there must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts for 1 minute or until it is dispersed by a strong wind.

     

    Regional Effects

    The region containing an Archwood's lair is warped by the Archwood’s magic, which creates one or more of the following effects:

  • Within 10 mile of its lair, the Archwood leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the Archwood’s path.
  • Beasts and animated plants within 10 mile of the Archwood’s lair serve as the Archwood’s eyes and ears, alerting it to the presence of intruders and making it practically impossible to surprise the Archwood.
  •  Within 10 miles of its lair after sunset, the area is covered with thick fog, anything within the fog is heavily obscured. The fog reaches 10 feet high. The Archwood can choose any number of creatures to be immune to this effect. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of blue and green light floating in the air. A wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Habitat: Forest

Pyrous3

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