Special Trait: Mass Charm 1 mile radius, DC20 Wisdom save. This is a natural effect of the Arbumep and only stops when it attacks a creature. It can only be used to make people forget it's presence and to draw prey to it when hungry.
The Arbumep needs to spend a full round burying it's root limbs before beginning it's Mass Charm on it's following turn.
Any creatures in combat when it begins it's Mass Charm effect gets Advantage on their saving throw.
Once a creature has made a save against the Mass Charm they are immune to it's effect until they complete a short or long rest.
Action Name. Root limb attack x6
Action Melee Attack. Root Limb: +11 to hit, reach 60 ft., 1 target. Hit: 12 (1d10 + 7) Piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained.
The restrained target is dragged 20 feet at the end of the Arbumep's turn towards the Arbumep's trunk.
Each root limb has the same resistances and AC as the Arbumep and has 30 HP's. These Hit Points are part of the Arbumep's total health pool, so killing the root limbs damages the whole of the creature.
Bonus action: Exsanguinate. The Arbumep exsanguinates one dead creature bound to it's trunk and instantly regains 9 (2d8) hit points. The exsanguinated corpse is released and falls to the ground, a dried out husk.
The Arbumep will start the encounter with 4(1d8) dead creatures bound to it's trunk at the start of combat. If left undefeated, it will regain a new creature on a 5 or 6 on a (1d6) roll per day, to a maximum of a roll of 4(1d8) corpses.
Reaction:
Once a restrained creature reaches the trunk, it is bound in thin blood red veins that erupt from the trunk of the Arbumep.
The creature is then Incapacitated until the veins binding it take 5 points of damage. Once bound, the creature takes 3(1-6) necrotic damage at the beginning of each of their turns.
These blood veins have no resistances and have Vulnerability to Slashing Damage and are not part of the Arbumep's health pool. They occupy the same square as the victim creature and count as Tiny creatures with AC 10.
Description
The Arbumep has a dead tree like appearance looming 60 feet high with spreading thin leafless branches and a thick trunk that appears burned and blackened.
Upon closer inspection it is quickly clear this "tree" is more akin to some sort of giant insect, the branches long spindly antennae stretching out in at directions, the trunk a blackened carapace of a multi segmented body jutting upwards towards the sky.
The antennae whistle in the wind while swaying back and forth, lulling all those with an intelligence higher than 3 into it's spell, unknowingly drawing them near to this horror to be fed upon.
Once an attack is begun, the whistling stops and multi-jointed limbs emerge from below.
Six large root-like limbs erupt from the earth striking out and impaling those nearby, pulling them into the body, where thin blood red tentacles burrow into their flesh imprisoning those captured and slowly draining them while alive.
After the attack is done, the root-like limbs will resettle into the earth, and slowly the whistling tune of the Arbumep will once again fill the landscape waiting for it's next unsuspecting victim.
Rare legends tell of the Arbumep, a minion of the Old Ones, as seeds planted deep throughout the Prime Material Plane that grow slowly over Eons. DC20 Religion check.
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