False Appearance. The cornucopia is the personification of its grove, existing in all of the trees simultaneously - until it assumes control of a tree and attacks, it is indistinguishable from a group of trees.
Magic Resistance. The cornucopia has advantage on saving throws against spells and other magical effects.
Charge. If the cornucopia moves at least 20 ft. straight towards a target then hits it with a ram attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Innate Spellcasting. The cornucopia's innate spellcasting ability is Wisdom (spell save DC 12). The cornucopia can innately cast the following spells, requiring no material components, 1/day each:
- Entangle. Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into Difficult Terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature Restrained by the Plants can use its action to make a Strength check (DC 12). On a success, it frees itself and the spell ends. When the spell ends, the conjured Plants wilt away.
- Summon Woodland Beings. The cornucopia summons nearby (100ft.) woodland creatures to assist its cause.
- Insect Plague. Swarming, biting locusts fill a 10-foot-radius Sphere centered on a point you choose within range. The Sphere spreads around corners. The Sphere remains for the Duration, and its area is lightly obscured. The sphere's area is Difficult Terrain. When the area appears, each creature in it must make a Constitution saving throw (DC 15). A creature takes 3d8 piercing damage on a failed save, or 1d8 on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. This spell will last until the end of the cornucopia's next turn.
Hooves. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3d4 + 3 bludgeoning damage.
Ram. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 2d6 + 2 bludgeoning damage.
Treestride (Recharge 3-4). The cornucopia leaves the tree it is inhabiting, assuming control over a tree within 40 ft. of it that has not been the target of this ability within the last 24 hours. If the tree is undamaged, the cornucopia regains half of its hit points.
Description
Young cornucopia gather in groups to defend a grove, and eventually will find their own grove to guard. As the guardians of the grove, they are more spirit than animal. When they feel their grove is threatened, the cornucopia manifests as a tree whose bark and branches take the form of a skeletal elk, with foliage for antlers.
Cornucopia can only truly be defeated by destroying the entire grove that it guards. When treated with respect, it provides safe haven to those who seek shelter in the woods, however, because of their youth, the cornucopia have an even more mercurial spirit than their elders, and will take offense to the slightest damage or threat of damage to its home.







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