Huge Plant, Neutral Evil
Armor Class 25 natural
Hit Points 156 (12d12 + 7)
Speed
STR
22 (+6)
DEX
6 (-2)
CON
24 (+7)
INT
12 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +10, CON +11, CHA +9
Damage Resistances Bludgeoning, Piercing
Condition Immunities Blinded, Deafened, Exhaustion
Senses Tremorsense, Passive Perception 12
Languages Common, Elvish, Sylvan rarely speaks, but understands common, elven, and sylvan.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

 

Innate Spellcasting. The [monster name] is an 8th-level spellcaster. Its spellcasting ability is cha. (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
Cantrips (at will): [spell name], [spell name] 
1st level (4 slots): entangle

2nd level (3 slots): darkness

3rd level (3 slots): fear

4th level (2 slots): blight, phantasmal killer

Death curse.The creature dealing the death blow to a night twist must make a DC 16 wis save to avoid being cursed with hideous and unsettling nightmares that prevent restful sleep and deal 1d10 points of damage. The creature's max hp is reduced by the same amount. The recipient becomes fatigued and unable to prepare or ready arcane spells for the next 24 hours. The nightmares and resulting damage affect the subject every night until the curse is removed or the victim dies. If the curse is removed, the victim remains fatigued for 24 hours thereafter.

If a night twist victim dies and is interred, a new night twist springs from where the corpse was laid one month later. While the creature is developing, a night twist “sapling” appears at the grave site; the creature seems to be a normal (unintelligent) plant until it reaches maturity.

Actions

Three slams. On rd 3 it may reduce one or two slams with fruit bombs.

Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 3d8+7 bludgeoning damage.

Wind blast.  The creature can use its wind blast as a bonus action, but does so only when it feels threatened. A powerful, gale-force wind (50 mph) emanates from the tree in all directions out to 120 feet. All other effects of the wind blast are the same as those of the gust of wind spell. Any creature in the affected area Slam.can avoid the effect with a DC 16 con save. If a night twist is attacked with fire, it uses its wind blast to extinguish the flames.

 (round 3) the night twist drops one fruit bomb. Creatures within 5 feet of one point within 15 feet of the twist take 2d8 piercing damage, or half on a DC 17 Dex save.

Reactions

Chemical jet (round 1 or later).  A melee attack on the night twist triggers a burst of poisonous chemicals from one of its special buds. The attacking creature must make a DC 17 Dex save or take 2d6+ 7 poison damage, or half on a successful save.

(round 3) the night twist drops one fruit bomb.

Legendary Actions

3 actions:

The night twist makes one slam attack

The night twist releases one zombie from under its roots. It can have six active at a time.

(round 3) the night twist drops one fruit bomb. Creatures within 5 feet of one point within 15 feet of the twist take 2d8 piercing damage, or half on a DC 17 Dex save.

 

Villain actions (on nits turn)

Round 1: the twist sprouts leaves. Its attacks deal +1d8 damage

Round 2: the twist flowers and its blossoms produce a Cha DC  14 save or be charmed.

Round 3: the twist fruits. Fruit bomb actions unlocked.

Description

"You see a large, black, leafless tree characterized by unnatural and unsettling shapes. It radiates gloomy twilight, nightmares, and sorrow.

Long before luckless travelers in more remote and foreboding marshes see the harrowing sight of a lone night twist, they hear its haunting and melancholy song. The ghostly moaning sounds of its song seem slightly different to every traveler. For some, the song of the night twist sounds like a women weeping. To others, it is more akin to a cold wind blowing over a desolate graveyard. Most likely, the despair song of a night twist is the most sorrowful sound each traveler can conjurer within his or her own mind. Night twists subsist in the most inhospitable marshes, feeding on the rotting carcasses of creatures and travelers attracted by its despair song. A typical night twist stands 15 feet tall and weighs 600 pounds."

Lair and Lair Actions

Lair Actions

A zombie crawls out from under the twist. It may have six zombies under its control at a time.

Regional Effects

  • Every evening, a night twist emits a sorrowful sound that inspires melancholy and despair in all creatures with an Intelligence score of 6 or higher within a radius of 6 miles. Those who fail a DC 16 wis save and have 2 or fewer points of exhaustion act as if they have 3 points of exhaustion and must seek out the source of their sorrow (the night twist) to the neglect of all other tasks or needs, including eating or sleeping. If physically restrained and not allowed to seek out the night twist, a victim of this despair song loses 1d10 max hit points every evening until it dies or the enchantment is removed. Relocating a victim outside the area affected by the night twist’s song does not end the enchantment. The despair song ceases to affect a subject in the round after the night twist makes a slam attack against it. To remove the effects of the night twist’s despair song before it attacks, a remove curse spell must be employed. Dispel magic or dispel evil spells cannot remove the enchantment.

If the night twist dies] dies, this effect stops.

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2020 2:22:49 PM
1433
14
1
Coming Soon

Habitat: Forest

Sayetsu

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