Large Plant, Neutral Evil
Armor Class 21 Natural Armor
Hit Points 186 (12d20 + 60)
Speed 20 ft.
STR
21 (+5)
DEX
10 (+0)
CON
21 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws STR +9, CON +9, WIS +8
Skills Athletics +9
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned, Prone
Senses Blindsight 30ft, Passive Perception 18
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Blighted Heart. While within 30ft of its Creaking Heart the Creaking is immune to all damage, if the Creaking Heart is destroyed so is the Creaking

Rooted. The Creaking cannot be forced to move, nor can it be knocked prone

Unusual Nature. The Creaking does not require food or water

Actions

Multiattack. The Creaking activates its Horrific Aura and Makes three slam attacks or two needle barrage attacks

Horrific Aura.
 The Creaking uses its action to radiate an aura of fear that emanates around it in a 10ft radius, any creature within the Aura must make a DC 18 Wisdom saving throw, on a failed save a creature takes 4d8 Necrotic damage and is frightened until the end of the Creaking's next turn. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points. On a success they take half-damage and are immune to this aura for 24hrs.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., One target. Hit: 15 (3d6+5 ) [Bludgeoning] damage.

Needle Barrage. Ranged Weapon Attack: +4 to hit, range 30/120 ft., One target. Hit: 10 (4d4) [Piercing] damage.

Description

Looming over the forest floor, the Creaking blends seamlessly with the petrified trees around it. Standing over 10 feet tall, its body resembles gnarled, ancient wood, cracked and fossilized, as though it has been frozen in time for centuries. When still, it could easily be mistaken for a twisted, petrified tree, its jagged branches reaching out like skeletal arms. The only sign of life comes from its three glowing, ember-like orange eyes, flickering like fading coals deep within its creased and splintered face. These eyes are the only hint of the terror that lies dormant within the hulking figure.

Its joints groan and creak with a sound like bending wood, giving it its eerie name. The Creaking moves with a slow, deliberate pace, the ground seeming to tremble beneath its weight as it navigates the forest floor, stirring up the ever-present fog that blankets the forest. Despite its massive size, it can be unnervingly silent when it wishes, waiting motionless for prey to wander too close.

The pale, twisted forest it inhabits offers it perfect camouflage, where sunlight is choked by the thick canopy above and everything is shrouded in an unnatural, ominous mist. The Creaking, part predator and part guardian of this eerie realm, stirs only when disturbed, unleashing its latent fury with the weight of the ancient wood it’s made from.

Creaking Heart. Every Creaking is tied to what is known as a Creaking Heart, it is often hidden in the heart of the Creaking's Lair, and provides the creaking with protection. Many would be adventurers would fall victim to a Creaking due to not knowing about the Creaking Heart. When the Creaking takes damage, mysterious particles briefly float in the direction of the Creaking Heart. The Creaking heart its self has AC 20, 50 Hit Points and Vulnerability to Slashing and Fire damage, while being immune to Piercing, Bludgeoning, Poison and Psychic Damage.

Lair and Lair Actions

]The Creaking’s Lair
Deep within the heart of the pale forest, the Creaking’s lair is a place of unsettling stillness and suffocating dread. The trees in this part of the forest are older, their petrified forms twisted beyond recognition. Their bark is cracked and pale, as though drained of all life, and yet, there is a sense that they are watching. The canopy above is so thick it turns day into twilight, and the air is thick with fog that clings to everything, making it hard to see more than a few feet ahead.

The ground is uneven, littered with fallen branches and roots that twist out of the earth like skeletal hands, making every step treacherous. The air carries a pungent smell of decaying wood and damp earth, as though the forest is slowly rotting from within. Echoes of creaking wood fill the air, but it's impossible to tell whether the sounds are from the ancient trees or something far more sinister lurking in the mist.

In the center of this unsettling clearing stands the Creaking itself, indistinguishable from the surrounding trees when motionless. The lair is scattered with the remains of its prey — brittle bones entwined with vines and roots, half-submerged into the earth as if being slowly consumed by the forest. Dark, twisted roots stretch down from the canopy, tangling around stones and fallen logs, giving the impression that the forest itself is alive and drawing all things deeper into its grasp.

Strange, glowing fungi grow along the edges of the clearing, casting a sickly orange glow that matches the eyes of the Creaking. These faint glimmers of light do little to break the oppressive gloom but instead cast long, distorted shadows that seem to shift and writhe as if the forest itself is alive with some malevolent force.

This lair feels ancient, haunted by an unspoken power that belongs more to the forest than any single creature. Those who enter may never leave, swallowed by the fog, the wood, and the gaze of the ever-watchful Creaking.

Lair Actions

On initiative count 20 (losing initiative ties), the Creaking takes a lair action to cause one of the following effects; the Creaking can’t use the same effect two rounds in a row:

  • Petrified roots erupt from the ground, lashing out at a target the Creaking can see that creature needs to roll a DC 18 Dexterity saving throw, or take 2d8 bludgeoning damage and are restrained until initiative count 20 of the next round
  • The sound of wood creaking echoes out, forcing every creature other then the Creaking to make a DC 18 Wisdom saving throw, on a failed save the creature is stunned until the end of their next turn

 

Habitat: Forest

Starspawnstandoff

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