Armor Class
14
Natural
Hit Points
116
(10d20 + 5)
Speed
30 ft.
STR
26
(+8)
DEX
7
(-2)
CON
20
(+5)
INT
1
(-5)
WIS
3
(-4)
CHA
3
(-4)
Saving Throws
CON +7, WIS −2, CHA −2
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Prone
Senses
Blindsight 120 ft. (blind beyond this radius), Passive Perception 6
Languages
--
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Siege Monster. The hut deals double damage to objects and structures.
Actions
Multiattack. The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: 12 (2d10 + 2) bludgeoning damage.
Rock. Ranged Weapon Attack: +5to hit, range 120 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Comments