False Appearance. While the dread wood remains motionless, it is indistinguishable from an ordinary root cluster.
Multi-attack. The dread wood makes either two rotting touch or root whip attacks.
Regeneration The dread wood regains 10 hit points at the start of its next turn if it has at least 5 hit points and isn't on fire. If the dread wood takes radiant damage, this trait doesn't function at the start of the next turn.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10ft., 1 target. Hit: 4 (1d8) necrotic damage.
Root whip. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 5 (2d6+2) bludgeoning damage.
Uncontrollable Flinching. If a flame or fire is within 15 ft. radius from the dread wood, it will try to move it's roots away from it. If the radius is less then 10ft, the dread wood will make a rotting touch attack towards the flame or fire. The target must succeed on a DC 10 Dexterity saving throw or the rotting touch attack hits and combat is activated.
Description
Many young necromancers begin their practices on freshly dug up corpses. Sometimes these necromancers do not prep the area correctly when casting. While trying to reanimate a dead body, the dry dead wood in the coffin can be reanimated as well. The undead wood begins to grow roots and digs into the earth. It will spread and infect plants and poisons water sources. Cutting the roots are no good. They will grow back over night. You must find the source of the plague.
Previous Versions
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7/16/2021 10:11:37 PM
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Coming Soon
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