Large Plant, Lawful Evil
Armor Class 14
Hit Points 139 (17d10 + 45)
Speed 20 ft., Climb 20 ft.
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
3 (-4)
Damage Resistances Bludgeoning, Piercing
Condition Immunities Blinded, Deafened
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Vampiric Roots. When first encountered, an awakened gulthais tree contains the corpses of 1d6 + 3 humanoids. An awakened gulthais tree can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the awakened gulthais tree. If the awakened gulthais tree dies, the corpses within it can be pulled free.

While it has at least one humanoid corpse in its body, the awakened gulthais tree can use a bonus action to do one of the following:

  • The awakened gulthais tree animates one dead humanoid in its body, turning it into one vine blight, two needle blight, or four twig blight. The blight appears in an unoccupied space within 5 feet of the awakened gulthais tree and acts immediately after it in the initiative order. The blight acts as an ally of the awakened gulthais tree and the tree’s stench clings to it (see the Stench of Blood trait).
  • The awakened gulthais tree can see through one of its blight's eyes and hear what it hears until the start of its next turn, gaining the benefits of any special senses that the blight has.

Spider Climb. The awakened gulthais tree can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Stench of Blood. Each creature that starts its turn within 10 feet of the awakened gulthais tree or one of its blights must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is stunned until the end of the turn. Creatures that are immune to the charmed condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all awakened gulthais trees for 24 hours.

Actions

Multiattack. The awakened gulthais tree makes three tentacle root attacks.

Tentacle Root. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) necrotic damage. The gulthais tree regains hit points equal to the necrotic damage dealt.

Root into the Dead. The awakened gulthais tree grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Vampiric Roots trait.

Monster Tags: plant

Habitat: ForestSwampUnderdark

MotleyGuild

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