Large Plant, Typically Neutral
AC 18    Initiative +12 (22)
HP 218 (23d10 + 92)
Speed 45 ft., Burrow 30 ft.
Mod Save
STR 20 +5 +10
DEX 14 +2 +2
CON 18 +4 +4
Mod Save
INT 12 +1 +1
WIS 16 +3 +8
CHA 22 +6 +6
Skills Animal Handling +8, Performance +16
Resistances Lightning, Psychic
Immunities Radiant, Thunder; Blinded, Charmed, Deafened, Exhaustion, Grappled, Prone, Restrained
Senses Blindsight 120; Passive Perception 13
Languages Common, Druidic, Sylvan
CR 14 (XP 11,500, or 13,000 in lair; PB +5)
Traits

Floral King. The Emperor can read the thoughts of creatures Charmed by it as if by the Detect Thoughts spell.

Legendary Resistance (3/Day or 4/Day in Lair). If the Emperor fails a saving throw, it can choose to succeed instead.

Step Softly. The Emperor ignores Difficult Terrain imposed by plants and damage from the Spike Growth spell.

Actions

Multiattack. The Emperor makes one Vine Whip attack and then uses Restoring Touch or Seeds of Doubt, casts a Spell, or makes two additional Vine Whip attacks.

Restoring Touch. One creature Charmed by the Emperor that it can see within 60 feet regains 16 (3d10) Hit Points.

Seeds of Doubt. Sentient vines rip through the soil, planting seeds that attempt to burrow into a creature’s mind. Wisdom Saving Throw: DC 19, 15-foot radius sphere centered on a point the Emperor can see within 50 feet. Failure: 18 (4d8) Psychic damage and the target is Charmed by the Emperor for 10 minutes. The creature repeats this saving throw at the start of each of their turns, suppressing the effect for that turn on a success. The effect ends after two consecutive success or the use of a Dispel Magic or Greater Restoration spell. A Charmed creature who fails this saving throw must obey the Emperor's orders for that turn. On five consecutive failures, the creature is placed permanently under the control of the Emperor with the condition lasting until dispelled. Success: Half damage only.

Vine Whip. Melee Attack Roll: +10, reach 50 ft. Hit: 16 (2d10 + 5) Bludgeoning damage.

Spellcasting. The Vine Emperor casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):

At Will: Barkskin, Druidcraft, Inflict Wounds (Cast at Level 2), Locate Animals or Plants, Major Image, Plant Growth, Spare the Dying, Speak with Plants
2/Day Each: Blight, Dominate Beast, Transport via Plants, Revivify, Spike Growth
1/Day Each: Dominate Person, Hold Monster
Reactions

Loyal Servants. Trigger: A creature targets the Emperor with an attack while the Emperor is within 5 feet of a creature Charmed by it. Response: The Charmed creature becomes the new target of the attack.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the Vine Emperor can expend a use to take one of the following actions. The Vine Emperor regains all expended uses at the start of each of its turns.

Dazzling Performance. The Emperor casts an at-will spell.

Ringmaster. One creature Charmed by the Emperor moves up to its Speed, without provoking Opportunity Attacks, to a spot the Emperor can see.

The Show Must Go On. The Emperor moves up to its Speed without provoking Opportunity Attacks and uses Restoring Touch.

Whip It. The Emperor makes a Vine Whip attack.

Description

The Vine Emperor is a sentient plant collective; however, their domain extends far beyond the plant world. They represent life, reclaiming ruins for the natural world. Their plant brethren encase man-made structure, break through well-trodden paths, and even pierce stones. Their vines can even heal, revitalizing plants and restoring forest creatures. They can even return the recently deceased to life; however, their boons are not without a cost. Those healed by the Vine Emperor accept its seeds which quickly take root in their minds, joining them to a hive mind and obeying its every whim and willingly sacrificing itself to protect the Vine Emperor. Unless the seed is removed quickly, the creature will be bound to the Vine Emperor, even joining it in death.

The Emperor’s true form is a cluster of roots that dwell beneath whatever avatar it uses to communicate with the surface. The avatar often takes on a humanoid or beastial shape to better blend in with their flock. Many have a preference for abandoned circuses, though the reason behind this remains a mystery. They often adopt the circus aesthetic, fashioning themselves as the Ringmaster with their flock representing other classic circus acts—dancing bears, lions and lion tamers, strong men, clowns and jugglers, and even a freak show. This guise can also keep them hidden from potential predators by creating games and shows to entertain those who wander upon their home. Luck is bent in favor of the Vine Emperor, whether through explicit cheating or the magic of their Lair.

Many Vine Emperors seek a life of peace, avoiding conflict and even rescuing those on death’s door by bringing them into the collective. Others take a more cynical view of mankind, viewing them as a threat to the natural world and actively seeking to destroy them or force them into servitude to atone for their sins. They may ally or enemy to the party, potentially even serving as a patron or revered figure to a druidic circle. They may give the party a quest to protect a forest, restore a place of natural beauty, or even revive a deceased party member with a hidden cost. As an adversary, they are likely to encounter the party multiple times, allowing an avatar to be destroyed while their true form escapes through the soil. The downtime allows them to amass an army to combat the party, potentially even composed of those who seemingly died in a prior encounter.

Regardless of the reasons, when engaged in combat, they are usually well prepared, having secretly observed the party through their plant brethren. They focus on controlling the battlefield by binding their foes in vines or taking control of their minds. Their servants are charged with violent acts while the Emperor keeps them safe and healthy. They also serve as its shield, throwing themselves in front of enemy attacks to keep their master safe.

Lair and Lair Actions

The Vine Emperor's Lair is always located in ruins overrun by plants. They tend to favor circuses, carnivals, or fairs, adopting the aesthetic both in the decorations of the Lair and their own appearance. It is typically populated with Beasts charmed by it, such as Psychotic Tarsiers (homebrew monster), dancing Bears and “tamed” Lions, and Plants, particularly the Shambling Mound, Treant, and Vampiric Wisteria (homebrew monster).

The region containing the Vine Emperor’s Lair is warped by illusory magic, creating the following effects:

Carnival Games. The Vine Emperor's allies have Advantage on ability checks within the Lair, while all other creatures have Disadvantage on ability checks.

Organ Grinder. The wind whispers circus music within 10 miles of the Lair.

Thickest Thicket. Within 5 miles of the Lair, plants grow at incredible speeds with dense overgrowth becoming nearly impassible in many areas.

Trick of the Light. Illusions are more potent within the Lair, making even the most decrepit environment appear new and clean.

If the Vine Emperor is destroyed, these regional effects end within 7 days.

Habitat: Any

Treasure:  Arcana

Razmus

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