Gargantuan Plant, Lawful Neutral
Armor Class 18 natural armor
Hit Points 207 (18d12 + 90)
Speed 40 ft.
STR
27 (+8)
DEX
15 (+2)
CON
27 (+8)
INT
12 (+1)
WIS
25 (+7)
CHA
15 (+2)
Saving Throws STR +16, CON +16, WIS +15
Skills Insight +11, Nature +7, Perception +11, Survival +11
Damage Resistances Cold, Radiant
Damage Immunities Lightning, Necrotic, Poison
Condition Immunities Blinded, Poisoned
Senses Tremorsense 60, Passive Perception 21
Languages Common, Elvish, Sylvan
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Blood Bramble. Whenever Calria hits a creature with one of his attacks, except for the Gold Root's Light, or whenever a creature hits Calria with a melee attack they become entangled in blood bramble. The bramble reduces the effected creature's walking speed by 10 for each time they become entangled in it, which can happen multiple times. Additionally, this bramble can cause damage in multiple ways. Each time a creature entangled in blood bramble moves more then 10 ft., uses their action and bonus action, or makes more then one attack on their turn they will take 1d10 piercing damage (taking 1d10 piercing damage for every 10 ft. moved after the first 10 and taking 1d10 for every attack after the first). Lastly, a creature entangled in blood bramble will take 1d10 piercing damage for each time they've been entangled at the start of their turn.
     The entangled creature can use their action to attempt to break free of the bramble by succeeding a DC 24 Strength saving throw. If a creature entangled by blood bramble takes fire damage then the blood bramble will burn away.

Flanked Immunity. Calria can't be flanked.

Speech of Beast and Leaf. Calria's words are understood by all manor of beast and plants and he understands them. Calria also has advantage on Charisma checks used to influence Beasts and Plants.

Photosynthesis. Calria does not require food. Instead he feeds on Sunlight and Water. He can go a number of days without sunlight equal to his Constitution modifier. Any longer and he will suffer from exhaustion.

Regeneration. At the start of Calria's turn, as long as he has at least 1 hit point, he will regain 25 hit points. He will not regain hit points if he starts his turn with 0 hit points.

Siege Monster. Calria deals double damage to objects and structures.

Lightning Absorption. Whenever Calria is subjected to lightning damage, he takes no damage and regains a number of hit points equal to the lightning damage dealt.

Magic Weapons. Calria's attacks as well as the damage from his blood bramble are considered magical.

Magic Resistance. Calria has advantage on saving throws to resist spells and magical effects.

Legendary Resistance (3/Day). If Calria fails a saving throw, it can choose to succeed instead.

The Gold Root's Blessing. Calria keeps the sapling of The Gold Root tree in a cavity in his chest. Being so close to the sapling it grants Calria a bit of power, some that he can call upon and some that he is granted passively. While the sapling is with Calria he is resistant to radiant damage and immune to necrotic damage. Additionally, whenever Calria takes radiant damage the other half of the damage he would've taken is expelled from his body violently causing all creatures within 15 ft. of him to take that remaining damage he would've taken. (Example: An attack deals 50 radiant damage, Calria takes 25, and all creatures within 15 ft. of Calria take the other 25). Additionally, while he is being granted power by The Gold Root Calria is considered both a Plant and a Celestial.

Actions

Multiattack. Calria can make four attacks with his Bramble Claws or two attacks with either his Bramble Spear or Gold Root's Light.

Bramble Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage. If the target is a creature of size huge or smaller it is considered grappled as well as restrained (Escape DC 24). Calria can grapple at most two creatures at one time, one for each hand. If a creature ends it's turn being grappled by Calria then they become entangled in Blood Bramble.

Bramble Spear. Ranged Weapon Attack: +16 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Gold Root's Light. Ranged Spell Attack: +15 to hit, range 150 ft., one target. Hit: 34 (6d8 + 7) radiant damage.

Bramble Eruption (Recharge 5-6). Calria slams his fists into the ground and causes an eruption of Blood Bramble in a 60 ft. radius centered around Calria. All creatures within this area has to make a DC 24 Strength saving throw or take 55 (10d10) piercing damage and become entangled in multiple layers of blood bramble (as if they were entangled 3 times at once). On a success a creature only takes half damage and is not entangled.

Bonus Actions

Woodland Strength (1/ long rest). As a bonus action Calria reinforces his body. Doing so causes him to become resistance to all forms of Bludgeoning, Piercing, and Slashing damage as well as increasing his armor class by adding his Constitution modifier to his armor class. This effect fades after 1 hour.

Might of the Gold Root (1/ long rest). As a bonus action, Calria can channel the power of the Gold Root sapling to temporarily increase his physical strength. For the next hour Calria has advantage on all Strength and Constitution checks and saving throws and the damage of his Bramble Claws and Spear increase by 5.

Reactions

Shield of the Gold Root. Whenever a creature damages Calria the power of the Gold Root Sapling attempts to protect him. Calria gains 180 temporary hit points. These temporary hit points fade at the start of his next turn.

Legendary Actions

Calria can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Calria regains spent legendary actions at the start of its turn.

Attack. Calria makes one attack against a creature in range.

Smite (Costs 2 actions). Calria channels the power of the Gold Root Sapling to make his attacks stronger momentarily. Calria makes a single attack with his Bramble Claws and if this attack hits it deals an extra 22 (4d8) radiant damage.

Bramble Explosion (Costs 2 actions). Calria causes the blood bramble entangling any creatures to explode, tearing into the creature it was attached to, and acting as a shrapnel blast to any creatures within 15 ft. of a creature covered in blood bramble. A creature covered in blood bramble must make a DC 24 Strength saving throw or take 27 (5d10) piercing damage. Additionally an creature within 15 ft. of a creature whose blood bramble exploded must make a DC 24 Dexterity saving throw or take the same amount of damage. If either of the creatures making a saving throw succeed they take half damage instead. Regardless of success or failure a creature whose blood bramble exploded is removed.

Description

Calria is a member of what was once called "The Old Hunt", which was around the time of the Monster Hunter Guild's founding. Calria was the one that discovered a vast majority of the ways certain plants can effect monsters like burning sage being able to calm spirits and lesser demons and devils and how the wolf's bane plant causes lycanthropes to become lethargic. Needless to say he knew a lot about plants which shouldn't come as a surprise given that he was a lumberkin, which is a type of tree based person. He had even given life to a form of plant life of his own. A sort of brutal plant known as Blood Bramble, which was a like a form of actual bramble that not only was more deadly, but also predatory. As the smell of blood bramble would entice animals near it, where the would become stuck and die either to starvation or the bramble itself, and the roots of the bramble would then feed on the dead creature. Calria would mostly use this form of plant life as defensive measures and is able to force any form of the bramble to disintegrate at will. In the event of his death, all blood bramble will disintegrate.

However, Calria would eventually retire from the hunt to instead search for a specific plant called "The Golden Root". The Golden Root, as Calria has explained, is a relic of the times before the calamity occurred, when plant life flourished at its peak. More specifically The Golden Root was said to be created by Okara, the goddess of Flora, and it would be the seed of one of these Golden Roots that would cause the rebirth of the flourishing plant life from the past.

Calria would be successful in his search and now tends to the seed, his close proximity and bonding with the seed causing his body to change. Such as becoming much larger and stronger. As well as being able to channel the power of the seed to gain a lessor form of it's legendary aspects.

Lair and Lair Actions

Superior Actions. Superior actions are a type of action that either replaces or adds onto Lair Actions and function similarly to lair actions. Superior actions occur twice per round, once at Initiative count 20 and at count 0 (both losing initiative ties). When a creature takes a superior action it cannot use the same action as the previous round (meaning it has to use a different one). Additionally, a superior action on initiative 20 cannot be used at initiative 0 or vise versa.

Superior Actions at initiative count 20.

  • Bramble Patch. Calria makes a 30 ft. radius area of blood bramble within 50 ft. of him. This area is considered difficult terrain and deals 1d8 piercing damage for every 10 ft. moved within it as well as covering a creature walking through it in blood bramble.
  • Bramble Wall. The lair forms a 60 ft. high, 5 ft. thick, and 30 ft. long wall of bramble. A creature can attempt to force its way past it with a DC 23 Strength saving throw, failure will cause the creature to be covered in blood bramble and it does not move past the wall. This wall has an AC of 16 and 80 hit points as well as vulnerability to fire damage.
  • Blessing of the Gold Root. The power of the Gold Root Sapling causes Calria to temporarily gain the benefits of the Bless spell until initiative count 20. This spell does not require concentration nor does it require components.

    Superior Actions at initiative count 0.
  • Bramble Cage. Calria forces a creature he can see within 60 ft. of him to make a DC 23 Dexterity saving throw. On a failure the creature is surrounded by a thick cage of blood bramble. A creature encased in this bramble cage has the benefits of full cover but is also considered blinded and restrained. A creature trapped in this cage can attempt to break out of this cage by succeeding a DC 23 Strength saving throw to push through, failure will cause that creature to be entangled in blood bramble. This cage has an AC of 18, 100 hit points, and has vulnerability to fire damage.
  • Bramble Launch. Calria uses his Bramble Spear against one creature within range. Additionally, a creature struck by this attack becomes retrained (Escape DC 23).
  • Sapling's Light. Calria uses the Gold Root's Light against one creature within range. Additionally, a creature stuck by this attack must succeed a DC 23 Constitution saving throw or become blinded until the end of their next turn.

 

Previous Versions

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