Huge Plant
Armor Class 16 Natural Armor
Hit Points 125 (20d6 + 55)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
11 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
7 (-2)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Siege Monster. The Walker deals double damage to objects and structures.

Innate Spellcasting. The Walker's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/day each: Entangle, Fog Cloud

1/day: Conjure Animals

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 18 (3d8 + 4) bludgeoning damage. 

Rock. RangedWeapon Attack: +2 to hit, range 30/60 ft., 1 target. Hit: 13 (3d6 + 2) bludgeoning damage.

Description

When the expansion of civilization extends too far into nature, and wildlife (particularly flora) is harmed, a Weald Walker might awaken. These creatures are trees temporarily inhabited by spirits of nature for the purposes of fighting against this buildup and protecting their forest homes. 

Upon its spontaneous creation, the Wealed Walker will begin to move its branches, pulling itself free from the ground. They use their upper limbs as legs, flipping upside-down so that a clump of roots and dirt hangs above them, like hair. The trees spirits might choose to inhabit as a Weald Walker will typically be squat and with long, wide branches. Oftentimes the Weald Walker resembles a spider or other insect, considering its many legs.

The Walked prefers to fight by summoning several animals to fight for it and then throwing rocks itself from afar.

 

Habitat: ForestSwamp

Bogdogs

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