Disassemble. This creature is made up of many smaller awakened crops. If the creature chooses too, it can break apart into 2d100 awakened crops.
Siege Monster. The crop giant deals double damage to objects and structures.
Multiattack. The crop giant can make two mash or root attacks
Mash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Root. Range Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: the target is grappled (escape DC 17). Until the grapple ends, the target takes 11 (2d4+6) damage. The grappled creature can use its action to escape. The root has an AC of 13 and 6 health.
Summon Crops (2/Day). The Crop Giant reaches its roots into the ground, summoning 2d6 awakened crops. These crops must be within 120 feet of the crop giant at all times. They act as allies to the crop giant.
Description
Crop giants are combinations of hundreds of awakend crops. Touched by fey magic, these evil creatures can level cities and destroy civilizations.
The Crops Attack. Crop giants are barely seen, and if they are, most do not live to tell the tale. They sit silently while large cities feast on the smaller crops, unbeknownst to them that they will be the crop giants next meal. They do not show mercy, and will keep going on their path of destruction until commanded to stop
Farmers who only grow what they need, and take good care of their crops seem to be exempt from a crop giants wrath. Nobles who overeat, or civilizations that waste tons of food every year seem to be the main target of crop giants, although sometimes others get in the way.
Lair and Lair Actions
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