Multiattack. Woody makes two slam attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8+4) piercing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Ornament. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Christmas Trees (1/Day). The Woody magically animates one or two trees, named Couldy and Shouldy, it can see within 60 feet of it. These trees have the same statistics as Woody, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of Woody. The tree remains animate for 1 day or until it dies; until the animated tree dies or is more than 120 feet from Woody; or until the animated tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Woody can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Woody regains spent legendary actions at the start of its turn.
Unsettling presence. Woody's presence causes creatures within 30 ft of him to make a DC 15 WIS saving throw or take 1d6 psychic damage and become frightened for 1 minute. On a success, creatures take half damage and are not frightened. Creatures may repeat the saving throw at the end of their turn, or use an action to end the effect.
Eye failure. One of Woody's eyelids begins to droop as it looks at a single creature within 60 ft of him. The creature must make a DC 15 CON saving throw or be blinded for 1 minute. The creature may repeat the saving throw at the end of their turn.
Slam attack. Woody makes a slam attack.
Small talk. Woody engages a creature within 60 ft in uncomfortable small talk before flaring his bright lights. The creature must make a DC 15 WIS saving throw or take 2d6 radiant damage and be stunned for 1 minute. On a success, creatures take 1d6 radiant damage and are not stunned. Creatures may repeat the saving throw at the end of their turn, or use an action to end the effect.
Swallow. Woody makes one bite attack against a Large or smaller creature which is grapple or prone. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Woody, and it takes 5d6 radiant damage at the start of each of Woody's turns.
If Woody takes 20 damage or more on a single turn from a creature inside it, Woody must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Woody. If Woodydies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Woody takes a lair action to cause one of the following effects; Woody can’t use the same effect two rounds in a row:
A tremor shakes the lair in a 60-foot radius around Woody. Each creature other than Woody on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Christmas lights shoot from the walls of the lair. Each creature other than Woody within 10ft of the walls must succeed on a DC 15 Dexterity shaving through of be grappled.
Previous Versions
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12/8/2021 2:41:16 PM
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12/8/2021 2:59:49 PM
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12/8/2021 3:25:36 PM
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12/8/2021 3:27:04 PM
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12/8/2021 3:36:37 PM
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12/8/2021 3:39:58 PM
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