Huge Plant, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 138 (12d12 + 48)
Speed
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +9, CON +8
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Tremorsense 60ft, Passive Perception 13
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

The Wound: This is the weak point of the Corrupted Tree, where necromantic corruption was inflicted. 

  • Vulnerability to Fire and Radiant Damage: Any successful attack on the wound with fire or radiant damage causes the tree to permanently lose one multi-attack.

  • Wild Reaction: When the wound is hit with fire or radiant damage, the Corrupted Tree loses control temporarily, wildly swinging its remaining attacks as a reaction.

  • Vulnerable to Cleansing: When the Corrupted Tree loses all its multi-attacks, it's able to be cleansed completely by a creature, either by ritual or by specialized magic.

Illusory Flicker: The Corrupted Tree is surrounded by a powerful illusion that alternates between serene and terrifying states. As creatures approach, the forest around the tree begins to flicker between two realities: one of peace and tranquility, and another of death and decay. Initially, the forest appears calm, with lush greenery and soft light filtering through the branches. However, as creatures draw closer to the Corrupted Tree, the illusion becomes unstable, and the serene image intermittently shifts to reveal the tree's true, corrupted nature.

When creatures are within 30 feet of the Corrupted Tree, they must make a DC 13 Wisdom saving throw at the beginning of each round to resist the disorienting effects of the flickering illusion. On a failed save, they suffer from [Tooltip Not Found] on attack rolls and Dexterity saving throws against the Corrupted Tree’s root and branch attacks until the start of their next turn.

  • If a creature fails two consecutive saving throws, they fall prone as they struggle to keep their balance.
  • If a creature fails three consecutive saving throws, they become restrained by nearby roots or their own disorientation.
  • If a creature fails four consecutive saving throws, they become paralyzed as the illusion overwhelms their senses.

The flickering illusion grows stronger and more chaotic the closer creatures come to the tree, with brief glimpses of dead, twisted branches and the ground covered in shadows and decay. The Corrupted Tree uses this illusion to lure intruders into traps and weaken their resolve before striking.

Corrupted Traps: The area around the Corrupted Tree is filled with hidden, necrotic traps designed to ensnare and harm intruders. Only visible after seeing an Illusory Flicker or when falling into them.

  • Illusory Pits: The Corrupted Tree uses its illusion magic to obscure several pits within a 30-foot radius. A creature that moves into a hidden pit must succeed on a DC 13 Dexterity saving throw or fall in, taking 1d6 bludgeoning damage. The pits are 10 feet deep, and creatures inside must succeed on a DC 12 Athletics check to climb out. Once a creature has fallen into a pit, it gains advantage on future Dexterity saving throws against these pits, having learned to recognize the signs of the illusion.

  • Tripping Roots: At the edges of these pits, twisted roots lie in wait to trip approaching creatures. Any creature that moves within 5 feet of a pit must succeed on a DC 12 Dexterity saving throw or be tripped by the roots, causing them to stumble and fall in. They now must resolve the Illusory Pit’s saving throw and damage as described above.

Actions

Multiattack. The Corrupted Tree can make as many attacks as there are players within reach.

Root Attack.  Melee Weapon Attack: +4 to hit, reach 30 ft., one target. Hit: 1d6 + 3 piercing damage + 3 necrotic damage. The target must succeed on a DC 12 Dexterity saving throw or be knocked prone.

Branch Attack. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: 1d8 + 3 bludgeoning damage + 3 necrotic damage. The target must succeed on a DC 12 Strength saving throw or be restrained.

Throw items:
The corrupted tree can throw objects within it's reach, like bones, rocks or broken tree trunks.

Bone. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 1d4 bludgeoning damage.

Rock. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 1d6 bludgeoning damage.

Tree Trunk (Throw). Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 2d6 bludgeoning damage.

Swing attacks:
The corrupted tree can pick up larger objects which it can swing, like broken tree trunks.

Tree Trunk (Swing). Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 2d8 bludgeoning damage.

Bonus Actions

Dark Sap (Recharge every 2 rounds). The Corrupted Tree draws upon its necrotic energy to heal itself. The tree regains 1d6 hit points.

Description

The Corrupted Tree stands tall and twisted, its bark darkened and cracked, seeping a sticky, oily residue that reeks of decay. Dark tendrils and gnarled roots coil around its base, spreading corruption into the earth. Blackened leaves hang sparsely from its branches, and an eerie, dim glow pulsates faintly within the cracks in its bark, hinting at the necromantic energy festering inside.

This twisted form of nature was not always so malevolent. Initially, the tree was enchanted with illusion magic by a Volstrucker Agent, intending to turn it into a weapon against their enemies by altering the forest’s natural state. However, the spell left the tree weakened and vulnerable, a flaw that did not go unnoticed.

A necromancer, serving the dark god Vecna, discovered this weakness and saw an opportunity to deepen the corruption. Exploiting the damage from the illusion spell, the necromancer infused the tree with foul necrotic energy, creating a wound at its base that pulsates with blackened magic. This corruption has transformed the tree into a vicious predator, driven by the dark will of Vecna’s followers.

Now, the tree’s malevolent presence feels oppressive, as if the air around it is thick and heavy with dread. Any creatures venturing too close feel an unnatural chill creeping over them, and the faint sound of whispers seems to emanate from the tree itself, as though haunted by trapped souls.

Lair and Lair Actions

Call of the Corrupted Roots
Initiative Count 20 (Recharges every 3 rounds): The Corrupted Tree summons corrupted roots from the ground, attempting to ensnare nearby creatures. Each creature within 10 feet of the tree must succeed on a DC 14 Dexterity saving throw or become restrained by the roots. Restrained creatures can repeat the saving throw at the end of each of their turns, freeing themselves on a success.

Necrotic Bloom
Initiative Count 20 (Recharges every 3 rounds): A pulse of necrotic energy radiates from the Corrupted Tree, affecting creatures within a 10-foot radius. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage, or half as much damage on a successful save.

Creatures that are immune to poison take no damage from this effect, and creatures with resistance to poison take half damage (or one-quarter damage on a successful save).



Monster Tags: plant

Habitat: Forest

CrudeAmoebe

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