TRAITS
Rotmaw Bite: On a bite hit, target must succeed on a DC 14 Con save or take 1d6, at the start of each round the creature makes another Con save until the effect wares off.
Root-Twist Regrowth. At the start of each of its turns, the beast regains 5 hit points if at least one limb or tendril remains attached. Fire damage stops this regeneration until the end of its next turn.
Tangled Undergrowth Aura. The ground within 10 feet of the beast is overgrown with writhing roots. The area is difficult terrain for creatures other than the beast.
Corrupted Nature. The beast’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Explosive Spores (3/day). When the beast is hit by a melee attack, it can release a burst of sickly spores. The attacker must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn.
ACTIONS
Multi-attack. The beast makes two attacks: one Bite and one Root Lash.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
Root Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 9 (2d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). While grappled, the target takes 5 (1d10) poison damage at the start of each of its turns as the roots constrict.
Corrupting Pulse (Recharge 5–6).
The beast stomps or slams its body into the ground, sending a surge of corrupted root-energy outward. Each creature within 15 feet must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success. Plant creatures make this saving throw with disadvantage.
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
The corrupted root-twisted beast looks like an animal whose body has been overtaken by gnarled, pulsing roots. Bark-like plates replace patches of fur or hide, and thorny tendrils coil from its limbs and spine like parasitic growths. Its eyes glow with a sickly green light, and every movement is accompanied by the creaking of wood and the writhing of living roots struggling to burst free from within.
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.