Gargantuan Plant, Neutral Evil
Armor Class 16 Natural Armor
Hit Points 165 (4d8 + 15)
Speed 15 ft.
STR
19 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
10 (+0)
Damage Vulnerabilities Fire
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Senses Passive Perception 12
Languages Understands Common and Druidic but cannot speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Regeneration. The Bella Tree regains 10 hit points at the start of its turn if it is in contact with the ground. If Bellatrees takes fire damage, this trait doesn't function at the start of its next turn. Bellatrees dies only if it starts its turn with 0 hit points and doesn't regenerate.

Siege Monster. The Bella Tree deals double damage to objects and structures

Vampiric Weakness. The Bella Tree has the following flaws:

  • Harmed by running water. The Bella Tree takes 20 points of acid damage when it ends its turn in running water.
Actions

Multiattack. The Bella Tree makes 2 attacks with its branches or grasping roots. If it has a target grappled,  The Bella Tree can also make a constrict attack against that target as a bonus action.

Branch. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (2d6+2) bludgeoning damage.

Grasping Root. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit :5 (1d6+2) bludgeoning damage. On a hit, the target must make either a strength or dexterity saving throw (DC 15) or become grappled. The roots have a 16 AC and can be severed with six points of slashing damage administered in one attack. Cutting the root does not hurt The Bella Tree, but it does end the grapple. 

Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 9 (2d6 + 2) bludgeoning damage. This is a bonus action melee weapon attack on an enemy grappled due to a Grasping Root melee weapon attack.

Frightful Presence (3/day). All creatures standing on the Tree's root mound (within ten feet of the Tree) must make a DC 14 Wisdom saving throw or be 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 condition ends for it, the creature is immune to the Tree's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The Bella Tree exudes poisonous gas in a 15-foot cone from an opening in its trunk. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Bella Tree can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Bella Tree regains legendary actions at the start of its turn.

Grasping Root (Costs 1 Action). The Bella Tree makes its grasping root melee weapon attack.

Root (Costs 2 Actions). The Bella Tree makes two root attacks.

Life Drain (Costs 3 Action). Each creature grappled by the Bella Tree's roots takes 5 (2d4) necrotic damage. Each creature must succeed on a DC 14 Constituion saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Additionally, the Bella Tree regains hit points equal to the damage death.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Wherever a Bella Tree rises, its thick roots spread quickly through the surrounding forests, transforming plants and trees into bloodthirsty blights and uprooting healthy vegetation to replace with its corrupt brambles, weeds, and thorny vines.

Lair Actions

On initiative count 20 (losing initiative ties), the Bella Tree takes a lair action to cause one of the following effects; the Bella Tree can’t use the same effect two rounds in a row:

  • The root of the Bella Tree shifts suddenly. Each creature of the tree's choice within 60 ft. of the tree must succeed on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check or be knocked prone.
  • 1d4 needle blights appear at the edges of the lair. The blights act on the tree's initiative under its control. 
  • A blood-red mist rises from the ground. Each creature of the tree's choice within 60 ft. of it must succeed on a DC 14 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 this effect for the next 24 hours.

Regional Effects

The region containing a legendary Bella Tree’s lair is warped, which creates one or more of the following effects:

  • Plants within 2 miles of the Bella Tree's lair wither and become covered in thorny vines and thick briars that choke the paths, underbrush, and canopy of the environment.
  • Blights within 500 ft. of the Bella Tree's lair act as guardians and are unnaturally hardy; they gain 5 temporary hit points every day at dawn.
  • The Bella Tree and any blights within 500 ft. of the lair can sense any living creature that is touching the ground or plant life corrupted by the tree's presence.

If the tree dies, these effects fade over 2d6 days. The remaining blights wither, and their hit point maximum decreases by 1 each day.

Monster Tags: Hagconstructplantmonstrosity

Habitat: ForestSwamp

itsDartt

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