| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 8 | -1 | -1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | -1 | -1 |
| WIS | 14 | +2 | +2 |
| CHA | 6 | -2 | -2 |
Defensive Stasis (1/Day).
As a bonus action, the Rootcatcher can anchor itself into the ground for 1 minute. While in this state, it gains resistance to all damage types except psychic and necrotic, cannot move, but remains conscious and aware of its surroundings.
Tremorsense.
The Rootcatcher can sense movement through the ground within a 30-foot radius.
Environmental Camouflage.
While in Defensive Stasis, the Rootcatcher has advantage on Stealth checks to hide in natural terrain.
Automaton.
The Rootcatcher is immune to disease, exhaustion, poison, sleep effects, and charm effects.
30 feet speed
10 feet buddling
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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