Gargantuan Plant, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 145 (15d12 + 55)
Speed 0 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws STR +7, CON +6
Skills Athletics +7, Perception +4, Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Poison
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Prone, Restrained
Senses Darkvision 60 ft., Tremorsense 150 ft., Passive Perception 14
Languages Understands Sylvan and Druidic, but cannot speak them.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

False Appearance. The blighted grove is indistinguishable from mundane rotting and dead trees.

Regeneration. The blighted grove regains 15 hit points at the start of its turn if it is in contact with the ground. If the blighted grove takes fire or radiant damage, this trait doesn’t function at the start of the blighted grove’s next turn. The blighted grove dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Floral Network. The blighted grove consists of at least 6 trees no more than 30 feet apart and can perceive and act from any tree in this network. 

Actions

Multiattack. The blighted grove makes two Slam attacks, one Hurl Branch attack, or one Root attack.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.

Hurl Branch. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 14 (4d4 + 4) piercing damage. 

Root. The blighted grove attempts to grapple one target it can sense. The target makes a DC 15 Dexterity saving throw. On a failure, the target is grappled (escape DC 15) and takes 15 (2d10+4) bludgeoning damage. On a success, the creature takes half as much damage and is not grappled.

Bonus Actions

Animate Twig Blight. The blighted grove shakes loose a small rotted branch creating two twig blights. The twig blights roll their own initiatives.

Legendary Actions

Legendary Actions

The blighted grove 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 blighted grove regains spent legendary actions at the start of its turn.

Attack. The blighted grove makes one Slam attack, one Hurl Branch attack, or attempts to Root one target.

Crush. The blighted grove attempts to crush the targets grappled by its Root or Legendary Actions. The targets DC 15 Strength saving throw. On a failure, the target takes 15 (2d10+4) bludgeoning damage.

Animate Lesser Blights. The blighted grove braids short lengths of roots together into two Needle Blights or two Vine Blights (see Monster Manual). The lesser blights rolls their own initiative. Only four lesser blights can be created in this way at once. 

Animate Major Blight. (Costs 2 Actions) One of the trees in the blighted grove shudders and steps up from the soil creating an Awakened Tree (see Monster Manual) or a Treant Sapling (see The Wild Beyond the Witchlight). The major blight rolls its own initiative. Only two major blights can be created in this way at once.  

Mythic Actions

Mythic Actions

If the blighted grove’s mythic trait is active, it can use the options below as legendary actions. The blighted grove’s mythic trait is active as long as it has less than half its maximum hit points remaining.

Spike Growth. (1/day) The blighted grove causes the area in a 60 ft radius centered between its connected trees to grow small thorny spikes. The area becomes difficult terrain. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels. The blighted grove’s detached trees and blights ignore this difficult terrain and damage.

Drag Below. The blighted grove attempts to pull one creature grappled by its Root 2.5 ft into the soil. The target makes a DC 15 Strength saving throw. On a failure, the target is restrained (escape DC 15) and takes 15 (2d10+4) bludgeoning damage. On a success, the creature takes half as much damage, is not restrained, and is not pulled downwards. Once a creature is pulled into the soil far enough to completely enclose it, the creature begins to suffocate.

Description

A blighted grove is a powerful Plant created from one or more treants and awakened trees twisted by a malevolent force into a massive network of roots, plants, and trees. This is corrupting force typically comes from an exceptionally powerful evil creature, ritual, or the installation of a corrupted structure or artifact.

The blighted grove appears as mundane, but sickened trees and bushes to all, but the most perceptive naturalist. Too look at it isolated from its forest home, one could mistake it for a lair in itself. A tangled network of roots spanning between plants in a 25 foot radius, connecting all trees, bushes, and flowers in the area with roots that run up to 30 feet deep. The blighted grove’s connected plants act together in unison allowing it to act across vast distances and perceive from any of plants in its network. Blighted groves grow with age if left unchecked and can be mistaken for entire forests. At its fastest growth rate, the blighted grove can double its area over the course of a month depending on the other geographical features and sources of food in the area.

Blight groves tend to be of evil alignment and despite their carnivorous appetite, they will tolerate other evil aligned flora and fauna in their midst. Blighted groves are a corrupting force in their geographical area and expand by both spreading seed and spore, but also by corrupting other intelligent plants. 

Destroying a blighted grove might only affect a small area of the blighted grove’s actual expanse, granting a temporary reprieve until the blighted grove can grow back into the area. To completely destroy a blighted grove, one must destroy the source of its corrupting influence. 

Mechanics

Mechanically, the blighted grove is akin to a swarm of awakened trees, vine blights, treant saplings, and possibly treants. It begins combat as a singular creature represented by many rotted trees in an area that creates a natural looking grove. The blighted grove then acts through any of these connected trees or detaches one, creating one of the creatures listed above. Once detached, these creatures (referred to as blights) act on their own initiative and use their normal stat block, but lack an individual persona. Instead, they are considered extensions of the blighted grove.

The blighted grove can use its Legendary Actions and Mythic Actions through of its connected trees even if it has detached them, excluding twig blights and vine blights. 

 

Previous Versions

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7/11/2022 6:24:40 PM
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Habitat: Forest

Skadde

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