Huge Plant
Armor Class 10 Natural Armor
Hit Points 63 (7d10)
Speed
STR
16 (+3)
DEX
2 (-4)
CON
18 (+4)
INT
2 (-4)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +5, CON +6
Damage Vulnerabilities Fire
Damage Immunities Poison, Psychic
Senses Tremorsense Out to 20 feet. A stealth check of 20 or higher will go unnoticed by the Barbed Pine, Passive Perception 20
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Bursting reaction. When one Barbed Pine bursts, the damage from it can effect another tree. If one tree takes damage from another, as a reaction, it will have a “Burst of Poison”. See reactions. This can cause a chain reaction from an entire grove. 

Ready the soil. When the Barbed Pine is reduced to zero hit points, it splits open and crumbles on everything within a 10ft radius of it. Creatures in this area must make a DC 13 Dexterity saving throw, taking 1d6+3 bludgeoning damage, and 1d6+4 poison damage on a failure.

 

Actions

Barbed Barrage. When a creature steps within 10 feet of the Barbed Pine, all creatures within a 20 foot radius of the Barbed Pine must make a DC 13 Dexterity saving throw. Taking 1d4+1 piercing damage, and 3d6+4 poison damage on a failure. 

 

Reactions

Burst of poison. In response to taking slashing, piercing, bludgeoning, thunder, force, or fire damage, the Barbs on the Barbed pine burst. All creatures within a 5ft radius of the tree must make a DC 13 Constitution saving throw, taking 1d6+4 poison damage, and falling under the effects of the poisoned condition on a failure. Any creature that succeeds on its saving throw is immune to this effect for 24 hours. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Growing in small groves of their kind, Barbed Pines live in hot desert environments. Often at first appearing as a sign of water, and possible oasis within the scorching heat, many creatures are lured towards them. Only to be met with barbs and poison if they draw too close. The blood, and decay of the now deceased creatures provide the moisture, and nutrients that the Barbed pine needs to survive. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Desert

Everland

Comments

Posts Quoted:
Reply
Clear All Quotes