False Appearance. While the Awakened Zurkhwood Doom remains motionless, it is indistinguishable from an ordinary Zurkhwood Tree.
Sticky Zurkhwood Tar. A creature that touches the Awakened Zurkhwood doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained. In addition, when a creature hits the Awakened Zurkhwood doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can't be used. A creature can take its action to remove one stuck weapon from the awakened zurkhwood doom by succeeding on a DC 16 strength check. Splashing the awakened zurkhwood doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute.
Siege Monster. The awakened zurkhwood doom deals double damage to objects and structures.
Multiattack. The awakened zurkhwood doom makes three slam attacks. Alternatively, it can use Sap-filled spore pods twice.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target hit: 15 (3d6+5) bludgeoning damage.
Sap-Filled Spore Pod. RangedWeapon Attack: +9, range 30/120 ft., one target. Hit: 10 (2d4+5) bludgeoning damage. The target and each creature 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds.
Flurry of Spore Pods. Each creature within 30 feet of the awakened zurkhwood doom must make a DC 16 dexterity saving throw, taking 15 (6d4) bludgeoning damage on a failed save, or half as much damage on a successful one.
Description
This creature is an ordinary zurkhwood mushroom given sentience and mobility. An awakened zurkhwood can be created by casting the awaken spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual. Although the zurkhwood doom is one that is infested by the Demon lord Zuggtmoy which further transformed them. They guard the inner forest of Yggmorgus and rarely come out of the area. They are under the control of Zuggtmoy.
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