Defensive Thorns (1/Day). Upon taking damage for the first time, the tree casts spike growth centered on itself, with the following changes:
- The tree does not need to concentrate on the spell for it to remain active
- The sphere extends outward 30 ft instead of 20 ft.
- After the triggering damage has been done, the tree looses its vulnerability to fire damage
Ingrained. The tree cannot move on its own. It can be moved by anyone who tries to do so (Strength check DC 26).
Camouflage. The tree has advantage on deception checks made to disguise itself as a normal tree. If it fails the contest, the tree creaks and groans for a few moments, revealing itself as a sentient tree. After this, it attempts to use its Sleep Spores action on the winner. If it cannot do this, it uses a branch swing instead.
Pit Trap. The tree has the ability to create pit traps around itself for self-defense. The pits have pointed roots at the bottom and along the side intended to rip into the victim. In order to notice these traps, creatures must have a Passive Perception of 15 or beat a DC 15 investigation check. In order to be triggered, a creature must be standing on top of the pit trap, which is disguised by a very small mound of leaves. If the trap is triggered, creatures must make a DC 15 Dexterity saving throw, taking 6d4 piercing damage on a fail or half as much on a success. The tree can have up to 5 pit traps at any given time, spread out within 600 ft of the tree. It takes the tree 30 minutes to make a new trap.
Multiattack. The tree makes two branch swing attacks.
Branch Swing. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Sleep Spores (3/Day). The tree casts sleep at 2nd level, requiring no spell components to do so.
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