Legendary Resistance (3/day): If the Vilethorn fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Vilethorn has advantage on saving throws against spells and other magical effects.
Entangling Vines: The Vilethorn can use its action to create an Entangling Vine in a space within 30 feet of it. The vine lasts until the Vilethorn uses this ability again or until it is destroyed. The vine is difficult terrain and any creature that starts its turn within 10 feet of the vine must succeed on a DC 17 Strength saving throw or be restrained until the end of its turn. The Vilethorn can have up to three Entangling Vines active at a time.
Multiattack: The Vilethorn can make four attacks: two with its Tentacles and two with its Bite.
Tentacles. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 6) piercing damage plus 7 (2d6) poison damage.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 6) piercing damage plus 7 (2d6) poison damage.
The target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/day): If the Vilethorn fails a saving throw, it can choose to succeed instead.
Description
The Vilethorn is a malevolent plant creature that lurks in dark forests and other areas where vegetation grows thick and wild. Its origins are shrouded in mystery, but some legends suggest that it was created by a powerful druid who sought to punish those who had desecrated the natural world.
The Vilethorn is a terrifying plant monster that towers over most other creatures. Its massive frame is covered in razor-sharp thorns and bristles, and its limbs end in vicious, claw-like appendages. Its eyes glow with an otherworldly green light, and its gaping maw is filled with rows of sharp thorns, its venom can quickly incapacitate even the heartiest of adventurers.
One of the most distinctive features of the Vilethorn is its ability to manipulate and control plant life. Its vines can entangle and strangle its prey, and it can use its roots to create difficult terrain and impede its enemies' movement. Additionally, the Vilethorn's spores can cause hallucinations and disorientation, making it difficult for foes to mount a coordinated attack.
The Vilethorn is a creature of pure malice, and it delights in causing pain and suffering to those it encounters. It is intelligent enough to lay traps for its prey, using its Entangling Vines ability to immobilize them before moving in for the kill. It has a particular hatred for those who would harm or exploit nature, and it will go out of its way to punish such individuals.
Legends say that the Vilethorn was once a force for good in the world, but was corrupted by an ancient evil that sought to turn it against the natural world. Some believe that it can be redeemed, but others believe that it is too far gone and must be destroyed before it can do more harm. Either way, encountering a Vilethorn is a dangerous proposition that should not be taken lightly.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Vilethorn can take a lair action to cause one of the following effects. The Vilethorn can't use the same effect two rounds in a row:
- Spore Cloud. The Vilethorn releases a cloud of spores that fills a 20-foot-radius sphere centered on a point the Vilethorn can see within 120 feet of it. The cloud lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must make a DC 18 Wisdom saving throw or be affected by the Vilethorn's hallucinatory spores. On a failed save, the creature is incapacitated and can't take reactions until the start of its next turn. The affected creature also rolls a d10 and suffers the effect below based on the roll:
- 1-2: The creature is unable to take actions or bonus actions on its turn.
- 3-4: The creature takes 10 (3d6) psychic damage.
- 5-6: The creature is frightened and must use its movement to move as far away from the Vilethorn as possible.
- 7-8: The creature is paralyzed until the end of its turn.
- 9-10: The creature is stunned until the end of its turn.
- Vine Whip. Ranged Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 20 (3d8 + 7)bludgeoning damage plus 7 (3d8)bludgeoning damage.
- Root Surge. The Vilethorn causes roots to surge from the ground in a 20-foot square centered on a point within 120 feet of it. The roots turn the ground in that area into difficult terrain until cleared. Any creature standing on the ground when the roots appear must succeed on a DC 22 Strength saving throw or be knocked prone.







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