Medium Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Adaptation. The flora and fauna of Un'Goro are ever-changing and constantly adapting. If a property or action causes a creature to adapt, roll a d10 to determine which adaptation the creature acquires, depending on the number rolled. If the creature already has the rolled adaptation, roll a d10 until an adaptation the creature does not yet possess is rolled. The adaptation effect lasts until the creature finishes a long rest.

  1. Elemental Protection. The creature gains immunity to damage from sound, acid, fire, cold, and electricity.
  2. Resilient Organism. The creature gains immunity to damage from necrotic, poison, acid, and radiation.
  3. Psychic Barrier. The creature gains immunity to damage from force or psychic attacks.
  4. Durable Carapace. The creature gains immunity to non-magical piercing, bludgeoning, and slashing damage.
  5. Sharp Fangs. Each time the creature hits with an attack that deals bludgeoning, slashing, or piercing damage, it deals an additional 2d6 damage of the same type.
  6. Maneuverability. The creature gains a flying, swimming, and climbing speed equal to its normal speed (if the creature already has one of these speeds, it remains unchanged).
  7. Camouflage. The creature makes Dexterity (Stealth) checks with advantage, and once per day can apply an effect that grants it invisibility, silent movement, and leaves no tracks for one minute.
  8. Pounce/Bounce. The creature gains the ability to teleport up to 30 feet to an unoccupied space it can see as a bonus action.
  9. Elemental Essence. As a reaction, when the creature takes damage from sound, acid, fire, cold, or electricity, it can gain resistance to that type of damage until the end of the round. Additionally, when the creature first hits with a melee attack on its next turn, the target takes an additional 1d6 damage of the same type.
  10. Sharp Spikes. Each time the creature takes damage from a melee attack, the attacking creature takes 1d4 piercing damage.

Magic Transformation. Whenever a creature within 30 feet of the Un'goro Plant casts a spell or attacks with a magical weapon, the Un'goro Plant adapts. If it is a spell that requires an attack roll, the attacker has disadvantage on that roll. If it is an attack with a magical weapon, the attacker has disadvantage on that attack.


False Appearance.
While the Un'goro Plant remains motionless, it is indistinguishable from a normalplant.

 

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Adaptation Transformation.The Un'goro Plant can magically transform its adaptation into spellcasting. By choosing this action, it can cast one of the following spells, losing the corresponding number of adaptations. The Un'goro Plant can cast its spells using a higher-level spell slot; for each slot level increase, the Un'goro Plant must pay one additional adaptation.

1. Spike Growth (costs 1 adaptation, +1 adaptation for each slot level above the second)
2. Plant Growth (costs 2 adaptations)
3. Conjure Animals (costs 2 adaptations, +1 adaptation for each slot level above the second)
4. Guardian of Nature (costs 3 adaptations)

 

Habitat: Forest

Groldan

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