Gargantuan Plant, Neutral Evil
Armor Class 18 Natural armor
Hit Points 472 (27d20 + 270)
Speed 0 ft.
STR
30 (+10)
DEX
1 (-5)
CON
30 (+10)
INT
18 (+4)
WIS
22 (+6)
CHA
20 (+5)
Saving Throws STR +17, CON +17, WIS +13, CHA +12
Damage Resistances Damage from Spells
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 300 ft., Truesight 300 ft., Passive Perception 16
Languages Druidic, Sylvan
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Grasping Vines.  The Blod Oak can have up to ten vines at a time. Each vine can be attacked (AC 18; 40 hit points; immunity to poison and psychic damage). Destroying a vine deals no damage to the Blod Oak, which can extrude a replacement vine on its next turn. A vine can also be broken if a creature takes an action and succeeds on a DC 25 Athletics check against it.

Immovable.  The Blod oak can not be moved.  Additionally, any time the Blod Oak is subjected to a Dexterity saving throw, it is instead replaced with a Constitution saving throw.

Immutable Form. The Blod Oak is immune to any spell or effect that would alter its form.

Magic Resistance.  The Blod Oak has advantage in Saving Throws against Spells and other magical effects and resistance to damage against them.

Reflective Bark.  Any time the Blod Oak is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6.  On a 6, the Blod Oak is unaffected, and the effect is reflected back at the caster as though it originated from the Blod Oak, turning the caster into the target.

Actions

Multiattack. The Blod Oak makes three attacks with its Vines, each of which it can replace with one use of its Fling.

Vine. Melee Weapon Attack: +17 to hit, reach 100 ft., one target. Hit: 20 (3d6+10) bludgeoning damage and the target is grappled (escape DC 25). Until this grapple ends, the target is restrained. The Blod Oak has ten vines, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the Blod Oak is thrown up to 60 feet in a direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and also be knocked prone.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the Blod Oak, that creature is pulled to the top of the Blod Oak and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Blod Oak, and it takes 42 (12d6) acid damage at the start of each of the Blod Oak's turns. If the Blod Oak takes 50 damage or more on a single turn from a creature inside it, the Blod Oak must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Blod Oak. If the Blod Oak dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Spore Spit. The Blod Oak creates four globs of poisonous fluid, each of which can strike a target within 120 feet of the Blod Oak. A target must make a DC 25 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Blod Oak can take 3 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. The Blod Oak regains spent legendary actions at the start of its turn.

Vine Attack or Fling. The Blod Oak makes one tentacle attack or uses its Fling.

Bite (Costs 2 Actions). The Blod Oak makes a Bite attack against a creature it is grappling.

Spore Spit (Costs 2 Actions). The Blod Oak uses its Spore Spit.

 

Lair and Lair Actions

The lair of the Blod Oak is in the center of a dense, macabre forest surrounded by flesh-eating plants and corpse-devouring flowers.  A Blod Oak's lair expands and contracts with the seasons and can range in size from a 300 ft. radius around the Blod Oak to over 1 mile from it.  The effect of the Blod Oak on its surrounding environment is always far reaching, all year round.

Lair Actions

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

  • Until the next initiative count 20, the lair of the Blod Oak fills with a bloody crimson mist. The mist spreads around corners, and the lair becomes heavily obscured. Each creature in the lair that is not a plant must succeed on a DC 23 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. A strong wind disperses the cloud.
  • Until the next initiative count 20, the lair of the Blod Oak becomes thick and overgrown, making movement extremely difficult.  A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.  
  • Poison begins to drip from every branch and leaf in the lair of the Blod Oak, creating a drizzle of toxic rain.  Each creature in the lair must succeed on a DC 23 Constitution saving throw or take 16 (3d10) acid damage, and become poisoned until the next initiative count 20.

Regional Effects

The region containing a Blod Oak’s lair is corrupting to all plants that grow there, which creates one or more of the following effects:

  • Trees in a 9 mile radius of the lair have blood in their sap.
  • Edible plants within 9 miles of the lair [Tooltip Not Found] creatures that eat them for 1d4 hours, but show no ill-effects if inspected.
  • Morning mist and dew will have a mixture of blood in it, staining the leaves of other plants.
  • Animals that live within 9 miles of a Blod Oak's lair begin to transform into dire forms of themselves, and sentient magical trees begin to turn into various blights.

If the Blod Oak dies, these effects fade over the course of 9d10 days.

Habitat: Forest

Beard9

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