Huge Plant, Any Evil Alignment
Armor Class 14 (natural armor)
Hit Points 119 (10d12 + 28)
Speed
STR
19 (+4)
DEX
1 (-5)
CON
15 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing
Damage Immunities Psychic
Condition Immunities Blinded, Deafened, Frightened, Paralyzed, Prone
Senses Blindsight 60' - Blind Beyond this distance, Passive Perception 10
Languages Understands common but doesn't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

False Appearance. While the Crannfola remains motionless, it is indistinguishable from a normal tree.

Grasping Roots.  The Crannfola can have up to 6 roots at a time.  Each root can be attacked(AC14; HP 10; Immunity to psychic damage; vulnerability to slashing damage).  Destroying a root deals half damage to the tree which can extrude a new root on the nest turn.

Actions

Multiattack.  The Crannfola can make four root and two branch attacks.

Branch.  Melee weapon attack: +6 to hit; reach 15'; one target.  Hit: 11 (2d6+4 bludgeoning damage.

Root. Melee weapon attack: +6 to hit, one creature withion 60'.  The creature is grappled (escape DC14).  Until the grapple ends, the target is restrained and has Disadvantage on Dexterity checks and Dexterity Saving Throws, and the Crannfola cannot use the same appendage on other targets.

Legendary Actions

The Crannfola can take 3 legendary actions from the list below.  Only one legendary action option can be used at a time and only at the end of another creatures' turn.  The crannfola regains spent actions at the beginning of its turn.

Branch.  The crannfola makes a slam attack.

Root (costs 2 actions.) The crannfola makes 2 root attacks.

Life Drain (costs 3 actions). Each creature grappled by one of the Crannfola's roots takes 5 (2d4) necrotic damage.  Each creature must succeed on a DC14 Constitution saving throw or its HP maximum is reduced by an amount equal to the damage taken.  This reduction lasts until the creature finishes a long rest.  The target dies if its HP maximum is reduced to 0.  Additionally, the Crannfola regains HP equal to the damage dealt.

Description

Every realm has a legend of a tree spawned from a splinter of a stake used to despatch a Vampire Lord.  In Arcania, the Bards tell of the Crannfola.

The Crannfolais a magical tree infused with evil magic.  As a manisfestation of Gulnar, God of Discord, it is comitted to spreading disharmony throughout Arcania.

Appearance.  The Crannfola takes the appearance of a diseased tree, often glowing with an unhealthy green light.  Its twisted branches are draped with unhealthy looking vines.

Location.  The Crannfola is to be found is subterranean locations with a forested area.  As a reflection of Gulnar's malice, it often takes root in places that were once strongholds of Law or Good.

Lair and Lair Actions

On initiative roll of 20 (losing initiative ties), the Crannfola takes a lair action to cause one of the following effects:

  • The roots of the Crannfola shift suddenly.  Each creature, of the Crannfola's choice, within 60' must succeed on DC14 Athletics check or be knocked prone.
  • 1d4 Needle Blights appear at the edges of the lair.  The Blights act on the trees initiative under its control.
  • A blood red mist rises from out of the ground.  Each creature within 60' of the Crannfola must succeed on a DC14 wisdom saving throw or be frightened for 1 minute.  The creature may repeat the saving throw at the end of each of its turning, the effect ending on a success.  If the creatures saving throw is successful, or the effect ends, it is immune for the next 24 hours.

Monster Tags: Misc Creature

Habitat: Forest

Garro_7th

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