Grasping Vines. The rotroot can have up to two vines at a time. Each vine can be attacked (AC 12, 7 hit points, same resistances and immunities as the rotroot). Destroying a vine deals no damage to the rotroot, which can grow one replacement vine at the start of its next turn.
Fear of Ice and Fire. If the rotroot takes cold or fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Multiattack. The rotroot makes two attacks, each with either its vines (if it has any), its bite, or its acid spit.
Spit Acid. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 7 (3d4) acid damage.
Vines. Melee Weapon Attack: +6 to hit, reach 30 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained. The Rotroot can only grapple one creature per vine this way, and can only attack the grappled creature with the vine for the duration. It can choose to let go of creatures grappled this way at any time, without using an action.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 3) piercing damage plus 5 (1d10) poison damage.
Swallow. When the rotroot makes a bite attack against a Large or smaller target it is grappling, it can choose to swallow the target, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the plant, and it takes 7 (3d4) acid damage at the start of each of the rotroot's turns. The rotroot can have only one target swallowed at a time.
While the rotroot isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the rotroot takes 20 damage or more on a single turn from the swallowed creature, the rotroot must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the plant. If the rotroot dies, a swallowed creature is no longer restrained by it and can escape from the dead plant using 5 feet of movement, exiting prone.
Toxic Fragrance (Recharge 5—6). A 15-foot-radius cloud of sweet smelling, poisonous fumes extends out from the rotroot. The cloud spreads around corners, and lingers until the end of the rotroot's next turn, or until a strong wind disperses it. A creature must succeed on a DC 15 Constitution saving throw when it enters the cloud for the first time on a turn or starts its turn there. On a failed save, it takes 18 (4d8) poison damage and becomes poisoned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reel. The rotroot pulls each creature grappled by it up to 30 feet straight toward it
Lair and Lair Actions
Due to their lack of movement, rotroots usually prosper in hollows, caves or sinkholes – spaces where the rotroot's pray can't easily escape its reach once it has been noticed by the plant.
Lair Actions
On initiative count 20 (losing initiative ties), the rotroot can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row.
- The rotroot causes 1—3 (roll a d6 and divide the result by 2) rotroot buds to sprout in unoccupied spaces that it chooses within the lair. They vanish after 1 hour.
- The rotroot causes a tremor in the ground. Each creature in the lair other than the rotroot and its buds must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 3 (1d6) bludgeoning damage and is knocked prone. For the duration of this round the entire ground within the lair is considered difficult terrain.
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The rotroot sprouts roots from the ground in a 10-foot square within the lair. These plants turn the ground in that area into difficult terrain. Any creature that enters the area or starts its turn there must succeed on a DC 15 Strength saving throw or have its movement reduced to 0 until the end of its turn, as they get entangled in the roots. The roots vanish after 1 hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/29/2022 10:12:47 PM
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31
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6
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1/8/2023 4:48:11 PM
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1492
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5
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1.5
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3/21/2026 6:30:41 PM
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434
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5
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1.6
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3/21/2026 8:49:49 PM
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4
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1
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Coming Soon
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