Tree walk Can move swiftly through an environment with trees (+10 feet movement speed) Has an advantage on stealth checks in wooded areas.
Regrowth Damaged body parts and whole limbs regenerate overtime, burned parts never regenerate
Call of the Forest Can release an uneasy scream heard by other Awealds for miles, only used when their lair is under attack or death is imminent
Breath of Decay. Aweald's breath is infused with harmful necrotic magics that bind it's being together. Any creature in a 10-foot cone takes 4d6 + 12 necrotic damage on a failed Constitution save and half as much on a successful save. Can be used once per long rest.
Multiattack. The Aweald can make two attacks of any sort per round.
Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., 1-3 target. Hit: 22 (3d6 + 4) bludgeoning damage.
Impale. Melee Weapon Attack: +6 to hit, reach 15 ft., 1 target. Hit: 26 (2d12 + 4)
Thorn throw. RangedWeapon Attack: +3 to hit, range 20/40 ft., 1 target. Hit: 17 (2d8 + 1) piercing damage.
Bark Cocoon. When lower than a quarter of its total hitpoints the Aweald either runs away or forms into a bark cocoon, gaining resistance to all damage except fire and regenerating 1 hit die of hit points per round for 3 rounds once per long rest.
Description
A large lumbering monstrosity thought to originally be a plague on mankind for their trespassing into the forest. Seemingly made of all plants with a rough and thorny bark shell for exterior the flesh of this creature is rancid like rotting meat. An Aweald does not hunt for food or pleasure, for it gains its nutrients from sunlight or decaying flesh and plants around it. An Aweald kills when one wanders into its territory, or when it deems its lair has fallen into disrepair or outgrows its current home. The lair of an Aweald is made from decaying plants and the rotting corpses of any living animal that is unfortunate to stumble across its path.
Lair and Lair Actions
Made in underground recesses or in particularly dense thickets of trees and vegetation, an Aweald will use the corpses and decaying plant matter to build a large dwelling complete with walls, a roof, flooring and perhaps even multiple chambers to their lair.
Lair Actions
On initiative count 2 (losing initiative ties), the Aweald takes a lair action to cause one of the following effects; the Aweald can’t use the same effect two rounds in a row:
- Corpse Collapse; the Aweald rams the walls of its lair causing corpses to fall and batter the opponents and sicken them. Take 1d6 + 2 bludgeoning damage on a failed dexterity save from fallen corpse. On a failed constitution save become sickened and fall prone for 1 round.
- Release Decay; the Aweald releases a necrotic shroud that causes the corpses around it to start rapidly decaying, creating an increase in toxic chemicals. Creatures in lair take 1d4 necrotic damage on a failed save.
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Posted Feb 11, 2020It's my first homebrew creature, please give constructive feedback!