Huge Plant, Unaligned
Armor Class 14 Natural
Hit Points 94 (22d8 + 6)
Speed 30 ft.
STR
20 (+5)
DEX
6 (-2)
CON
12 (+1)
INT
3 (-4)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws CON +4
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Cold, Poison
Senses Blindsight 120ft, Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Logs rest. Before being awakened the abomination's natural form is a stump, while in this form the abomination can only be detected with and investigation check of 15 while with 80ft of the abomination, or a perception check of 18 well within 140ft, the abomination will only wake up if a non-swamp native walks within 50ft of the abomination.

Actions

Log sweep. Melee Weapon Attack: +4 to hit, reach 20 ft cone., all target. Hit: 9 (2d6 + 3) [bludgeoning] damage. 

Log smash. Melee Weapon Attack: +4 to hit, reach 15 ft., 1 target. Hit: 14 (3d8 + 2) [bludgeoning] damage. 

Head crush. Melee Weapon Attack: +6 to hit, reach 10 ft circle., all targets. Hit: 16 (4d6 + 4) [bludgeoning damage] damage. (4 turn cool down)

Description

It's been dead so long that it started living again.

Drop table: 1d4.

1 2 Root 1 guck
2 3 Root 1 guck
3 3 Root 2 guck
4 4 Root 2 guck
 

Habitat: Swamp

Lizardman7

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