Huge Plant, Neutral
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +7, CHA +8
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Druidic, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The wyrmwood can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the wyrmwood's choice that is within 120 feet of the wyrmwood and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Spore Breath (Recharge 5–6). The wyrmwood exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Functionally Immortal: As a bonus action each round, a wyrmwood can tap into the primordial magic that gives it animus and heal themselves. The wyrmwood can spend 3 hit die per round to heal in this way. (Hit die are d10's, they may do so up to 18 times). This ability does NOT work on the same round the wyrmwood has taken fire damage.

Description

Like so many things, the wyrmwood is a product of primordial experimentation. Wealthy patrons of old would hire druids to animate the topiaries in their gardens and ere long, a druid began to experiment with the limits of that practice, eventually creating a whole subtype of draconic-inspired plant creatures.

Wyrmwood are rare and are generally tended nonstop until they achieve this hulking size. Usually they are between 1000 and 5000 years old. Generally more intelligent than the saplings, they have free will and can opt to ignore the orders of their creators.

Previous Versions

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10/4/2022 9:47:34 PM
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Monster Tags: plant

Habitat: Forest

TheAlmightyBear

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