Huge Plant, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 70 (7d12 + 28)
Speed 0 ft., The tree is unable to move, but spreads its influence throughout the forest gradually expanding the area it controls as the tree grows larger and older.
STR
20 (+5)
DEX
8 (-1)
CON
18 (+4)
INT
15 (+2)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws WIS +6
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Blinded, Charmed, Frightened, Prone
Senses Blindsight 120 feet, Passive Perception 16
Languages Common One language known by its creator
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree. The species of the tree matches that of the wood that was used to make the stake. For instance, if the stake was made from Ash, the tree will be an Ash tree. If the stake was oaken, the tree will be Oak.

Cutting. A cutting taken from the Gulthias tree can be planted in ground soaked with blood. The cutting will grow into another Gulthias tree identical to the first, but it will have an additional vulnerability. If the parent tree is destroyed, the cutting dies as well.

Actions

Multiattack: Whip x 2, Rock

Whip. Melee Weapon Attack: +11, reach 20 ft., one target. Hit 14  (3d6 + 5) slashing damage. After a successful attack on an opponent with a whip attack, the tree may drain the victim for 9 (3d6) points of necrotic damage. If the victim succeeds at a dexterity save (DC 16), they only take half damage. The tree gains the hit points drained.

Rock. Ranged Weapon Attack: +5, range 60/180 ft., one target. Hit: 25 (4d10 + 5)

Awaken Tree (1/day): The Gulthias Tree magically animates one or two trees it can see within 120 feet of it. These trees have the same characteristics as an awakened tree, except it has an intelligence of 4 and is under the control of the Gulthias tree.

Reactions

If struck by an Axe, the Gulthias may hit back immediately with a Whip attack.

Legendary Actions

The gulthias tree may take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The gulthias tree regains spent legendary actions at the start of its turn.

Summon Blight - The tree may summon 1 tree blight, 1 vine blight, 2 needle blights,  4 needle blights, or 8 twig blights. (Choose randomly.)

Entangle - The Gulthias tree may cast the spell Entangle.

Charm - The tree may charm a single target. DC 17.

Description

This tree was created when a stake used to slay a vampire and soaked in that vampire's blood, was left on fertile ground. The stake sprouted and grew into this twisted evil tree. As the tree grows, it pollutes the ground around it with evil converting normal trees, shrubs, and vines into blights, evil awakened trees, and corrupted treants. In fact, if there are blights, there is probably a gulthias tree around that created them.

Lair and Lair Actions

Guthias trees are found in dismal areas where a powerful vampire has been slain and the stake used to slay the vampire was left on the ground. 

Regional Effects

  • The ground for a mile around the Gulthias tree becomes choked with brambles, vines, and roots that seem to grab and tug at any creature that hasn't been corrupted by the Gulthias Tree.  The ground is considered as difficult terrain. The brambles, vines, and roots are no longer animated once the tree is slain.
  • There is a 1% chance that any creature that sleeps near roots or vegetation will be drained by roots during the night for 8 points of necrotic damage. A passive perception check (Wis) of 16 or higher avoids the damage. Instead the attackee awakens and sees the attacking roots. This effect disappears as soon as the tree is dead.
  • The area is constantly overshadowed by clouds or filled with mist. This effect disappears within a day after the tree is dead.
  • The area will be infested with blights. The blights die as soon as the tree is dead.
  • Anyone traveling through the area has to roll each hour to determine if they have attracted one of the tree's allies. Roll every four hours during breaks. This effect disappears after a week. Reroll blight and awakened plant rolls if the tree is dead.

 

Roll

Gulthias Ally

CR

1-2

Assassin Vine

3

3-6

Awakened Shrubs

0.0625

7

Awakened Tree

2

8

Black Dragon Wyrmling

2

9-11

Blood Hawk

0.125

12-13

Boar

0.25

14

Dire Wolves

1

15-16

Ettercap

2

17-18

Giant Badger

0.25

19-20

Giant Bat

0.25

21

Giant Boar

2

22-24

Giant Rats

0.125

25-26

Giant Toads

1

27-28

Giant Wasps

0.5

29-31

Giant Wolf Spiders

0.25

32-33

Mantrap

1

34

Myconid Adult

0.5

35

Myconid Sovereign

2

36

Myconid Sprout

0.0625

37-40

Needle Blight

0.25

41

Phase Spider

3

42-43

Shambling Mound

5

44-46

Stirges

0.125

47-48

Swarm of Bats

0.25

49-50

Swarm of Insects

0.5

51-52

Swarm of Poisonous Snakes

2

53-54

Swarm of Rats

0.25

55-56

Swarm of Spiders

0.5

57-58

Swarm of Wasps

0.5

59-60

Swarm of Ravens

0.25

61

Thorny

1

62

Tiger

1

63-64

Tri-flower Frond

0.5

65-74

Twig Blight

0.125

75-76

Vegepygmy

0.25

77

Vegepygmy Chief

2

78-80

Vine Blight

0.5

81-82

Wolves

0.25

84

Yellow Musk Creeper

2

84-100

Nothing

0

 

 

The effects end within 3 days after the tree is killed. The drain attacks end immediately.

Monster Tags: Misc Creature

Habitat: Forest

Rben13

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