Huge Monstrosity, Neutral Evil
Armor Class 20 Natural Armour
Hit Points 80 (13d12)
Speed 20 ft., The Blood Oak can uproot itself for short periods and "walk" on its strong limbs. Its gait resembles that of a large scorpion when using this movement type.
STR
21 (+5)
DEX
13 (+1)
CON
19 (+4)
INT
9 (-1)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws STR +10, CON +9, WIS +10
Skills History +6
Damage Immunities Bludgeoning
Condition Immunities Frightened, Paralyzed
Senses Darkvision, Truesight, Passive Perception 15
Languages Common The Blood Oak will speak the common language of the area and people in which it has its lair. The speech is comprised of a collection of creaks, moaning and hisses from the rustling and movement of its many stout branches and limbs.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Blood Call. The Blood Oak can call to the blood of any living creature within 120 ft once per day. Any creature that fails a WIS saving throw (DC 16) is Charmed by the Blood Oak.

Actions

Insidious Limbs. Natural Attack: +8 to hit, reach 20 ft., 10 targets. Hit: 20 (3d8 + 8) slashing damage. On a natural 20 the limb will grapple the opponent and cause an additional 3d6 crushing damage until the opponent makes a successful STR saving throw (DC 18)

Reactions

Wicked Slap. If the Blood Oak is subjected to slashing damage, it reacts with a large limb slapping  at its attacker. This requires a normal attack attempt and causes 3d6+8 points of bludgeoning damage if successful. It also leaves a nasty sting.

Legendary Actions

Once per turn the Blood Oak can make a legendary bonus action.

Devastating Maw. The Blood Oak uproots itself and uses it complex root system to pull its adversaries into its digestive core. Up to 10 targets must make a DEX saving throw or be caught and pull to the hard, teeth-like core roots that cut into those failing their save. Each target caught in the Devastating Maw takes 5d12 points of piercing damage and is held off the ground until a successful STR saving throw (DC 18) is made to break free at the end of each round. Victims that remain entangled suffer and additional 2d12 of piercing damage each round until they are consumed or free themselves.

Description

The Blood Oak resembles an extremely large and ancient oak tree. Often, the bark of the Blood Oak has a reddish tinge and when closely inspected has a ferric odour. The Blood Oak is sentient, patient and hungry for blood which it requires to sustain itself.

Lair and Lair Actions

The Blood Oak inhabits large, thick northern forests where battles have taken place of an epic scale. Typically the Blood Oak will inhabit a clearing within the forest where there is little competition from surrounding trees. The Blood Oak will sprout and feed on the fallen remains under the soil in the area. After 800 - 1000 years the Blood Oak is established and territorial.

Lair Actions

On initiative count 18, the Blood Oak takes a lair action to cause one of the following effects; the Blood Oak can’t use the same effect two rounds in a row:

  • Root wave 1d6 opponents within 15 feet and push them to the ground prone.
  • Cast desiccating spores in a 30' cloud. This effect causes 12d4 points of acid damage, and CON d=saving throw for half damage.

Regional Effects

The region containing a legendary Blood Oak’s lair is infested with hopelessness, which creates one or more of the following effects:

  • Living creatures must make a WIS saving throw or suffer the effects of the Crushing Despair spell.

If the Blood Oak dies, these effects fade over the course of 5 days.

Habitat: Forest

Master_of_Nothing

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