Large Fey, Unaligned
Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 0 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
5 (-3)
Skills Stealth +2
Damage Vulnerabilities Fire
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Poisoned, Prone
Senses Blindsight 30 ft. (blind beyond this radius), Tremorsense 60 ft., Passive Perception 10
Languages Understands Common, Sylvan, and Druidic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Poison Absorption. Whenever the sapling is subjected to poison damage, it takes no damage and regains a number of hit points equal to the poison damage dealt.

False Appearance. If the sapling is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the sapling move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the sapling is animate.

Heavily Rooted. The sapling’s movement is 0 while rooted. A druid can expend a 5th level spell slot to give the sapling a walking speed of 10 ft while the spell slot is expended. (When the druid regains its spell slots from a long rest the slot is no longer expended)

Create Seed. At dawn the sapling creates a seed. If planted it blooms into a 5 petal flower, and as an action can be picked. The flower lasts until the next dawn. A creature may remove one petal to cast the cure wounds spell.

Create Feyling. The archsapling creates a large flower that takes seven days to mature and bloom. At dawn, if the archsapling has no feyling, then a Feyling (Homebrew Monster) may sprout from this enormous flower if it has bloomed. The flower withers once the Feyling has sprouted and a new bud begins to form, it can only produce one such flower at a time. The Archsapling must wait seven days once a Feyling has sprouted from it to sprout another, and it can only do so then if it has no living Feyling bound to it. The Feyling acts as a hive mind with the sapling and speaks on behalf of the sapling. The Feyling and Archsapling also share their vision with each other.

Unusual Creature. An Archsapling cannot attune to items. (Feyling’s can)

Actions

Multiattack. The sapling makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sapling uses its woodification on it.

Slam. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

Woodification. The sapling roots a Medium or smaller creature grappled by it. The rooted target must succeed on a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to wood and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2022 10:22:30 PM
4
1
1
Coming Soon
3/30/2022 11:47:45 PM
16
1
2
Coming Soon
3/30/2022 11:58:22 PM
18
1
2
Coming Soon
7/20/2024 12:13:03 PM
156
10
4
Coming Soon

Habitat: ForestSwamp

Kingdomamerica

Comments

Posts Quoted:
Reply
Clear All Quotes