Huge Plant, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 60 (10d12)
Speed
STR
18 (+4)
DEX
2 (-4)
CON
24 (+7)
INT
2 (-4)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +6, CON +9
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Tremorsense 120 ft, Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Vine Loop. A vine reaches down and attempts to loop around 1 target. Target creature must make a DC 12 Strength save or become grappled. On subsequent turns, the vine can lift the target creature 10 ft. into straight up to a maximum of 30 ft.  The target can attempt to break the vine on their turn with a Strength check of DC 12, or 5 points of damage.  This damage does not apply to the Corrupted Tree.

Branch Swipe. Melee Weapon Attack: +6 to hit, reach 15 ft., 1 target. Hit: 8 (1d8 + 4) Bludgeoning damage. 

Nut Shot. Ranged Weapon Attack: +6 to hit, range 30/60 ft., 1 target. Hit: 7 (1d6 + 4) Bludgeoning damage.

Description

An enormous tree, providing a thick, dark, canopy over what would otherwise be a small forest clearing. What appear to be dark stains miscolor the bark and leaves.

Lair and Lair Actions

A small forest clearing corrupted by the evil plant. 

Lair Actions

On initiative count 20 (losing initiative ties), the Corrupted Tree takes a lair action to cause one of the following effects; the Corrupted Tree can’t use the same effect two rounds in a row:

  • Roto-Root. A root lifts from the dirt and sweeps at ankle-level in a 30 foot cone. Any creature in the ground in the cone must make a DC 12 Dexterity save.  On failure, target is knocked prone.
  • Shed Muck. Branches and leaves shake and black sludge falls from the canopy in a 15 foot radius.  Any creature in the circle must make a DC 12 Constitution save or be poisoned.

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2022 4:56:50 AM
1
0
0
Coming Soon

Monster Tags: plant

Habitat: Forest

dk510

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