Huge Plant, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 273 (24d12 + 120)
Speed 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

False Appearance. While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom.

Actions
  •  Multiattack. The zurkhwood makes three slam attacks.
  • Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.
  • Constrict. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the zurkhwood can't constrict another target.
  • Animate Boulders (Recharge 5–6). The zurkhwood magically animates up to three boulders within 60 feet of it. The boulders are Huge objects with AC 15, 60 hit points each, and immunity to poison and psychic damage. When the zurkhwood uses its action to control the boulders, it can move each of them up to 30 feet and cause one of them to make a slam attack.

Innate Spellcasting The zurkhwood's spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no components:

  • At will: spider climb
  • 3/day each: darkness, stone shape, meld into stone, wall of stone

 

Legendary Actions

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

  • Slam. The zurkhwood makes one slam attack.
  • Fungal Spore Cloud (Costs 2 Actions). The zurkhwood releases a 30-foot radius cloud of blinding spores. The cloud spreads around corners, and its area is heavily obscured. The cloud lasts for 1 minute or until a strong wind disperses it. Creatures entering the cloud or starting their turn in it must succeed on a DC 15 Constitution save or be poisoned for 1 minute. A poisoned creature is also blinded while in the cloud.
  • Tremorsense Slam (Costs 3 Actions). The zurkhwood slams the ground, creating a tremor in a 30-foot radius centred on it. Each creature in that area must succeed on a DC 17 Dexterity saving throw or take 19 (3d8 + 6) bludgeoning damage and be knocked prone. The zurkhwood can then make a slam attack against a prone creature as a bonus action.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Awakened Zurkhwood takes a lair action to cause one of the following effects:

  • Fungal Growth: The ground within 30 feet of the zurkhwood becomes difficult terrain as thick, slimy fungi rapidly sprout. Creatures entering or moving through this area for the first time on a turn must make a DC 15 Dexterity saving throw. On a failed save, they are restrained until the start of their next turn.
  • Rockfall: Stone fragments and small boulders rain down from the ceiling in a 20-foot radius centred on a point the zurkhwood can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone.
  • Eerie Whispers: The zurkhwood emits a chorus of unsettling whispers and moans that echo through the cavern. Each creature within 60 feet of the zurkhwood that can hear must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   
Torvin_Duranthald

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