Gargantuan Plant (Demon), Neutral Evil
Armor Class 16 (Natural Armor, 18 While Rooted)
Hit Points 161 (14d12 + 70)
Speed 20 ft., (0 While Rooted).
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws WIS +6, CHA +5
Damage Resistances Acid, Bludgeoning, Fire, Piercing
Condition Immunities Blinded, Grappled, Prone
Senses Blindsight 60 ft.(Blind beyond this radius, can't sense creatures' off the ground.), Darkvision 60 ft., Passive Perception 12
Languages Infernal, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Siege Monster. The daemon oak deals double damage to objects and structures.

Demonic Ichor. Whenever a creature  touches the Daemon Oak or hits the Daemon Oak with a melee attack within 10 feet of it, that creature takes 5 (2d4) Acid damage and 5 (1d10) Fire damage.

Root Sensing. The Daemon Oak is aware of the location of healthy plants within a1-mile radius of it, and the soil conditions that those plants live in. Once rooted, it is also aware of any creatures within this radius, but not their specific locations.

Rooted. The daemon oak can root itself into the ground, which takes 10 minutes. While rooted, it gains Blindsight out to 60 feet (Which is factored in its' stat-block) and can use its' Lashing Roots attack. It also has a Movement speed of 0, and its' AC increases by 2. While rooted the tree can't be moved against its' will. The Daemon oak can spend 10 minutes unrooting itself safely, or it can use an Action to do so, but it takes 15 Slashing damage.

Actions

Multiattack. The daemon Oak makes 2 Lashing Roots attacks if it is Rooted or 2 Infernal Chain attacks. It may replace one attack with Spew.

Lashing Roots. Melee Weapon Attack: +10 to hit, reach 30 ft., 1 target. Hit: 20 (4d6 + 6) Bludgeoning damage. If the target is a creature, it must succeed on a DC18 Strength saving throw or be knocked Prone.

Infernal Lash. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 13 (2d6+6) Bludgeoning damage, 3 (1d6) Acid damage, and 3 (1d6) Fire damage. If the target is a Large or smaller creature, it is grappled (Escape DC18) and restrained while grappled in this way. The daemon Oak can grapple up to four creatures at a time.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 32 (4d12 +6) Bludgeoning damage.

Spew(Recharge 5-6). One of the daemon oak's mouths spews a 30-foot cone of demonic ichor. Each creature in that area must make a DC17 Dexterity saving throw, taking 9 (2d8) Acid damage and 9 (2d8) Fire damage on a failed save, or half as much on a successful one. 

Cursed Thrall(1/Short or Long Rest). The daemon oak curses and animates one tree within 60 feet of it that it can see and is in contact with its' Lashing Roots. Such a tree becomes a Daemon Oak Thrall (Consult its' stat-block). This thrall is the Daemon Oak's Ally, and it takes its' turn immediately after the Daemon Oak's. The thrall obeys the Daemon Oak's verbal commands (No Action required). If issued no commands, the thrall attacks a creature that isn't its' ally. A thrall dies after 24 hours, when the Daemon Oak uses a Bonus Action to sever the connection to the thrall, the thrall is more than 1 mile away from the Daemon Oak for more than an hour, or the Daemon Oak dies.

Reactions

Trip. Provided that the Daemon Oak is Rooted, when a creature moves within reach of its' Lashing Roots, the Daemon Oak can make a Lashing Roots attack against it.

Description

Twisted Treants. Where daemon blood and ichor fall, fell power ruins the ground. Plant life becomes desiccated and twisted, most falling to rot. But the hardiest plants become warped mockeries of their verdant kin. Among these are treants who become daemon oaks, which have elongated, lashing limbs and grasping roots, all bound in infernal chains.

Like a host of tormented souls attempting to free themselves from a woody prison, a multitude of faces manifest along the trunk of these animate trees. Some of these faces have a fixed place. Others emerge and then fade into the daemon oak's despoiled bark. 

Cursed Thralls. Daemon Oaks can cause other trees to share their corruption. Instead of awakening trees, daemon oaks can replace wood and sap with demonic ichor. Once corrupted, a tree serves the daemon oak, amplifying the daemonic tree's menace until the thrall is destroyed. At which point it explodes in a shower of demonic ichor.

Unrelenting Destroyers. Daemon oaks are sedentary in nature, choosing to parasitically choke the life out of the environment around them, and from cursed land. They stay still only long enough to sap the land of its' nutrients, and then moving on when it finds the taste of its' area unlikeable, it prefers rich and lush areas to blighted stretches of land. When it becomes active again, it blazes to life, sending smoke high into the sky, any sane creature would run from this movement, and any sane creature would avoid its' new resting place; where it will drive out any competitors to the land around it, killing everything in its' path until only its' new plant victims remain.

Lore

DC 10 Intelligence (Nature): Demonic forces twisted this treant. It's resistant to bludgeoning and piercing damage, and isn't easy to burn. It also spews demonic ichor when hitting it up close. When a Daemonic Oak is on the move, its' trunk is lit with fire, and it bellows smoke out, which is visible for miles. 

DC15 Intelligence (Nature): A daemon oak can turn other trees into thralls. A servant is nearly as powerful as its' master, although far more primal in nature. A daemon oak thrall can't spit acid like its' master, and perishes upon its' masters' death. Upon a thrall's death, it explodes, showering everything within 10 feet with Demonic Ichor.

DC20 Intelligence (Nature): A daemon oak's reach of influence is a mile wide, and it can detect whether creatures' encroach upon its' territory. It saps the life of the land around it, causing blighted zones of trees which are blackened and dead. It doesn't need to see you if you're close either, hiding nearby is futile. 

 

carrionkiller

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