Large Plant
Armor Class 15 Natural Armor
Hit Points 25 (4d10 + 5)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Vulnerabilities Fire, Slashing
Damage Resistances Bludgeoning, Cold, Piercing
Damage Immunities Poison
Condition Immunities Petrified, Poisoned
Senses Passive Perception 1
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Drop Seed: Whenever the tree is struck by an attack it drops a seed that explodes. All creatures within 10ft of where the seed exploded must succeed a DC 13 dex save or take 1d6 piercing and 1d6 poison damage as they're hit with shrapnel from the exploding seed. 

Spike Shell: Any creature that strikes the tree with an unarmed strike or natural weapon takes 1d4 piercing + 1d4 poison damage. It must then make a DC15 Con save or have the poisoned condition until the creature finishes a long rest.  

Description

These trees grow in small groves and stand tall. Their leaves and barks poison the surrounding area. Even standing underneath them to shelter from the rain requires a DC 13 con save or you take 1d4 poison damage as the falling rain causes the poison coating the leaves to drip down onto you. You also gain the poisoned condition for 1 hour.

While vulnerable to fire, burning this tree is not suggested. The smoke extends to a 60ft radius. Any creature inside the radius must succeed on a DC18 Con save or take 2d6 poison damage and have the poisoned condition until it finishes a long rest.

The explosive seeds make this an aggressively invasive species, capable of toppling entire ecosystems if left unchecked.

Lair and Lair Actions

Toxic Grove: When 5 or more of these trees are in a Grove, all creatures within a 60ft radius of the center of the Grove must succeed on a DC10 Con save or gain the poisoned condition until they finish a long rest.

Batt_Da_Psycho

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