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
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1/18/2022 4:56:50 AM
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Coming Soon
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