| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +12 |
| DEX | 10 | +0 | +0 |
| CON | 22 | +6 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 18 | +4 | +9 |
| CHA | 14 | +2 | +2 |
Legendary Resistance (4/Day). If the tree fails a saving throw, it can choose to succeed instead.
Multiattack. The tree makes three attacks, using Slam or Thorn Volley in any combination. It also uses one of either Piercing Vines, Down to Earth or Spore Cloud (if available).
Slam. Melee Attack Roll: +12, reach 10 ft. Hit: 25 (4d8 + 7) Bludgeoning damage.
Thorn Volley. Ranged Attack Roll: +12, range 60/180 ft. Hit: 20 (3d8 + 7) Piercing damage.
Piercing Vines. Dexterity Saving Throw: DC 17, one creature that the tree can see within 30ft. Failure: 17 (4d6) Piercing damage and creature is Grappled. Success: Half damage only.
Down to Earth (Recharge 5–6). Strength Saving Throw: DC 17 creatures of Tree Hybrid's choice within 100 ft of Tree Hybrid and the ground and is pulled beneath the ground by erupting roots. Failure: The target takes 21 (4d8) Bludgeoning damage, gains the Blinded and Restrained conditions and is suffocating. It repeats the save at the end of each of its turns, ending the effect on itself on a success. Success: Half damage and the creature is knocked Prone.
Spore Cloud (Recharge 5–6). Intelligence Saving Throw: DC 15, each creature of the tree's choice within 60ft. Failure: 12 (3d6) Acid damage, and the creature is either Charmed or Frightened. A creature that failed the save can repeat the saving throw at the end of their turns, ending the effect on a success.
Nightmare Pollen. When hit with a ranged or melee attack, the tree releases a wave of pollen back to the attacker. Wisdom Save. DC 17. On a failed save, the target takes 25 (3d10) Psychic damage and loses a precious memory that is replaced by a nightmare. Success. Half damage with no additional effects.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the tree can expend a use to take one of the following actions. The tree regains all expended uses at the start of each of its turns.
Attack. The tree can use one Slam or Thorn Valley attack.
Enranged Throw. The tree hurls a Grappled creature or a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 10-foot-radius Sphere centered on that point. Failure: 25 (4d10) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only. If a Grappled creature is used, that creature takes full damage, but is also removed from the Grappled condition.
Down to Earth (Costs 2 Actions). The tree recharges and immediately uses Down to Earth.
Lair and Lair Actions
At Initative count 20 (losing ties), the tree will channel the power of the shrines. Roll a d6 to decide the lair effect. This effect lasts until the next lair action.
1) Hunger of the Beast. Plants have Advantage on attack rolls against players.
2) Wild Growth. Thick plant growth covers the lair. All terrain is Difficult Terrain.
3) Pulse of Vitality. Corrosive spores fill the air, reducing players’ AC by 2.
4) Uncreation. Players have disadvantage on Death Saving Throws.
5) Clouded Wisdom. Two creatures must make a Wisdom saving throw (DC 17). On a failure, the player must spend their next turn attacking their allies.
6) Radiation. All creatures must succeed on a DC 15 Constitution saving throw or take 16 (6d4) Poison damage and suffer one level of exhaustion. They also emit a dim, greenish light in a 5-foot radius which makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away after a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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8/22/2026 4:38:05 PM
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7
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1
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Coming Soon
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