Abiotic. The command tree does not need food, water, or air to live, and instead of falling unconscious when hitting 0 hp it instantly dies.
Construct commander: The command tree will always be within 200ft of at least 5 construct type monsters.
Immutable form: The command tree is immune to any spell that would alter its form.
Quick mind: Instead of using DEX modifier for initiative the command tree uses its WIS modifier.
Spellcasting. The command tree is a 5th-level spellcaster. Its spellcasting ability is Wisdom(spell save DC 15, +9 to hit with spell attacks). The command tree has following Wizard spells prepared:
Cantrips (at will): Blade Ward, Mage hand, Mind sliver, Sword burst
1st level (4 slots): Catapult, Command, Thunder wave 2nd level (3 slots): Crown of madness, Scorching ray 3rd level (2 slots): Lightning bolt
Slap: Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 6(2d4+2) bludgeoning damage.
Sonic blast: Ranged attack: +7 to hit, 15ft cone. Hit: 12(4d6+3) force damage. Any character caught in the cone must make a D15 CON check or become deafened.
Fight for me(1/day): The command tree makes a 5ft sphere shield around itself with 30(3d10+15) hp with 15AC and summons 5 constructs with 1-1/8CR to fight for the command tree, the command tree cannot shoot any attack through the shield but can see and speak to the outside, other entities can also see and speak through the shield with slight dilution.
Push: If a character fails to hit the command tree, they have to succeed a D17 DEX saving throw, or the command tree pushes the character back 50ft dealing no damage.
Description
Command Tree
Another spell was found to create constructs, but other than making mindless slaves like animate, this spell gave whatever it was cast upon sentience and an innate ability for learning. When cast to animate armor or weapons it would almost certainly find a way to kill its creator, but instead of this spell going unused wizards and warlocks made bodies too weak to overthrow them, most of them resembling a tree made of discs with a single hand in the center; this does not stop from some of them from defecting but it stops a lot more of them. These bodies are made of very soft metal able to be mended by the spell that keeps them alive, but this also means these bodies are extremely weak.
Masters of their surrounding
Because of their body, command trees stay where they are put, and they rarely ever move. They get to know their surroundings very well and get the constructs under their command to fetch them books, scrolls, and other items of interest. Whatever environment they're put in it ends up looking like some sort of library full of set up spells and traps for any enemy unfortunate enough to enter. Command trees are very fond of the spell Mage hand, and you can find mage hands floating around most command tree bases. The larger the room they're in and the more books and scrolls they have the more powerful they will be.
Master manipulators
Command trees know how to plant ideas into people's heads and is their first line of defense if anyone gets past their army. Even if the initial manipulation fails, command trees will use magic to turn adventures against each other. They are also very keen to tell when manipulation is happening and can stop it most of the time.
Handmade tactician
If you haven't figured it out yet command trees were made for one thing, leading, specifically leading constructs. Mainly used by powerful wizards with too many constructs. Meaning that command trees are never alone to compensate for their lack of armor.
Lair and Lair Actions
While most command trees have lairs, they cannot use lair actions as they are not considered legendary beings (insert nerd rant). A command trees lair will be extremely strategically made and full of traps, puzzles, and other constructs placed in ambush spots. the main room looks like some form of library labyrinth where the command tree will be able to manipulate unfortunate guests. Sometimes there can be some way for the command tree to move from point to point via teleportation or track. An all-around dangerous place that might kill trespassers before the owner can.
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