False Appearance. While Thornbark remains motionless, he is indistinguishable from a normal tree.
Siege Monster. Briarwood deals double damage to objects and structures.
Regeneration. Briarwood regains 20 hit points at the start of his turn if he has at least 1 hit point.
Magic Weapons. Briarwood's attacks are magical.
Poisonous Thorns. Briarwood's thorny branches are coated in a potent poison. When Briarwood hits a creature with a melee attack, that creature takes an extra 12 (2d6+5) poison damage.
Multiattack. Briarwood makes one slam attack and two vine attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22(3d10 + 6) bludgeoning damage and 12 (2d6 + 5) poison damage.
Vine. Melee Weapon Attack: +12 to hit, range 20 ft., one target. Hit: 15 (2d8+6) bludgeoning damage and 12 (2d6 + 5) poison damage.
Splintering Smash. Briarwood makes a melee weapon attack against one creature within 10 feet of him. The target must succeed on a DC 18 Strength saving throw or be flung up to 40 feet away from Briarwood and knocked prone. The attack deals 11 (2d6+4) bludgeoning damage. On a success, the target takes half damage and is not flung away. If the target collides with an object or another creature, both the target and the object/creature take an additional 11 (2d6+4) bludgeoning damage.
Thorny Entanglement (Recharge 5–6): Briarwood can cause sharp thorns to grow from the ground in a 20-foot radius centered on himself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 20 (3d10+4) piercing damage and 8 poison damage on a failed save, or half as much damage on a successful one. Additionally, affected creatures are restrained until the start of their next turn.
Legendary Actions:
Briarwood can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Thornbark regains spent legendary actions at the start of his turn.
Vine Whip: Briarwood makes a Vine attack.
Spores (Costs 2 Actions): Briarwood releases a cloud of spores in a 30-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 26 (8d6) poison damage on a failed save, or half as much damage on a successful one.
Rooted Defense (Costs 3 Actions): Briarwood's roots grow deep into the ground, granting him immunity to being moved or knocked prone, and advantage on Strength and Constitution saving throws. His speed is set to 0. Briarwood also gains a +3 bonus to his armor class and his regeneration is boosted to 40 hit points per round.
Lair and Lair Actions
- Grasping Tide: Pools of water within 90 feet of Briarwood surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- Corrupted Roots: Briarwood can target one creature within 60 feet of him that is standing on the ground. Roots rise up from the ground and grasp the creature, restraining it for one round. The creature can attempt to break free on its turn by making a Strength check (DC 18). The roots have AC 10 and 8 hit points and resistance to bludgeoning and piercing damage.
- Swarming Insects: A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the monster chooses within 120 feet of it. The cloud spreads around corners and remains until Briarwood dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud, when it appears, must make a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
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