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Returning 35 results for 'condition with roots'.
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condition with rolls
condition with root
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Monsters
Monster Manual
creature the blight can see within 15 feet. Failure: The target is pulled up to 10 feet straight toward the blight and has the Grappled condition (escape DC 16) from one of six roots. Until the grapple
Monsters
Monster Manual
"} Necrotic damage, and the target has the Grappled condition (escape DC 17) from one of six roots. Until the grapple ends, the target has the Restrained condition and takes 14 (4d6);{"diceNotation":"4d6
Spells
Playerâs Handbook
the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a humanâs. The DM chooses statistics appropriate for the awakened Plant, such as the
statistics for the Awakened Shrub or Awakened Tree in the Monster Manual.
The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Monsters
Bigby Presents: Glory of the Giants
"} bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Grasping Root"} to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
Monsters
Candlekeep Mysteries
feet of it. The target must succeed on a DC 19 Constitution saving throw or fall unconscious until the poisoned condition ends on it.
Sap Life (Costs 2 Actions). The lich targets one creature it can
count, and obeys the lichâs commands. The shambling mound dies after 1 hour or when the lich uses this lair action again.
Rotten roots and vines magically erupt in a 20-foot radius centered on
Monsters
Bigby Presents: Glory of the Giants
to 100 feet straight away from the scion and have the prone condition.
Slam. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one
condition, has total cover against attacks and other effects outside the scion, and takes 24 (7d6);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Inhale", "rollDamageType":"force"} force
Awaken
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines
awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants. Tree Blight Huge Plant, Neutral
. Strength Saving Throw: DC 17, one Large or smaller creature the blight can see within 15 feet. Failure: The target is pulled up to 10 feet straight toward the blight and has the Grappled condition
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
)
INT
1(â5)
WIS
10(+0)
CHA
1(â5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
damage at the start of each of its turns. The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesnât catch fire easily. Vicious Carnivore. A tree
blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
)
CHA
1 (â5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages â
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
)
CHA
1 (-5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages â
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a humanâs. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or
Awakened Tree in âCreature Stat Blocksâ. The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a humanâs. The DM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or
Awakened Tree in the Monster Manual. The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
topmost branches leading the way and their withered roots trailing behind them. Each one has its own gravity plane and air envelope. Creatures sometimes try to hitch a ride on an yggdrasti to take
things is extremely difficult for it to suppress. Yggdrasti sometimes make landfall and disguise themselves as ordinary trees, burying their roots in the ground to pull off the deception. They can uproot
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
8 (-1)
CHA
3 (-4)
Condition Immunities blinded
can root in soil and resemble woody shrubs while rooted. When it pulls its roots free of the ground to move, a twig blightâs branches twist together to form a humanoid-looking body with a head and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it
charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foesâ location, needle blights converge from all sides to drench their roots
4 (â3)
WIS
8 (â1)
CHA
3 (â4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it
charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Twig Blight Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blightâs
)
WIS
8 (â1)
CHA
3 (â4)
Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Saving Throw: DC 20, one Huge or smaller creature the blight can see within 30 feet. Failure: 14 (2d6 + 7) Necrotic damage, and the target has the Grappled condition (escape DC 17) from one of six roots
. Until the grapple ends, the target has the Restrained condition and takes 14 (4d6) Necrotic damage at the start of each of its turns. The targetâs Hit Point maximum decreases by an amount equal to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(+2)
DEX
8 (â1)
CON
14 (+2)
INT
5 (â3)
WIS
10 (+0)
CHA
3 (â4)
Skills Stealth +1
Condition Immunities blinded, deafened
Senses blindsight 60 ft
target is restrained, and the blight canât constrict another target.
Entangling Plants (Recharge 5â6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth
, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks. Hut Interior. The hut is a 15-foot-square, ramshackle wooden
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors. Unseen Hunters. Composed of decaying leaves, vines, roots
)
CON
16 (+3)
INT
5 (â3)
WIS
10 (+0)
CHA
5 (â3)
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Earth Elemental Compositions 1d8 The Earth Elementalâs Body Features... 1 Colorful mineral formations. 2 Cooled magma in melted heaps. 3 Grass, moss, or plant roots. 4 Heaps of peat or decaying
, using Slam or Rock Launch in any combination.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.
Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
about their suspicious dealings with Manshoon. The Thann and Umbrusk families have walled estates in the Sea Ward. Corylus Thann The Thanns are Waterdeepâs most prominent vintners and have deep roots
exposure led her to borrow money from the Zhentarim instead â a decision she has come to regret. The Zhents working for Manshoon promise to keep their relationship secret on the condition that she do
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
for a few minutes, a Venomous Snake slithers toward the tree, partially hidden by its roots. A character with a Passive Perception of 13+ notices the snake, which is a spy for Marilissa, the yuan-ti in
lair (see âDeath-at-Sunsetâs Lairâ). The missing elf council member, Armin Whisperwind (Medium Scout), and his Mastiff, Fletcher, hide here behind roots near the openingâs northeast corner and watch the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Lair Locations The following locations are keyed to Map: Death at Sunsetâs Lair. L1: Guarded Tunnel The tunnel from above leads into a dank, sprawling cavern walled with dirt and twisting roots
profuse thanks the next time they return to Redwood Watch. L2: Snake Pit Roots and earth form the ceiling of this large chamber. A wide, shallow pit filled with slithering snakes takes up much of the
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
the Charmed and Frightened conditions while your Rage is active. If youâre Charmed or Frightened when you enter your Rage, the condition ends on you. Level 10: Retaliation When you take damage from a
(DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creatureâs turns, the creature
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
bodytaker plant roots deep, spreading near-invisible filaments through the soil. Should any of these fibers survive the plantâs destruction, the bodytaker plant regrows after a matter of months. Salting or
Condition Immunities blinded, charmed, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages Deep Speech, telepathy 120 ft.
Challenge 7 (2,900 XP
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Cirit vouches for them when talking with Figaro in area Z5. Ekaterina Burmak Cirit Z10: Starboard Top Deck The deckâs flooring here is uneven, with roots woven around the planks. Jutting from the
block, but Redbudâs movement speed is 0 feet) that joined the crew and grew into the lifeboat to strengthen its hull. The treant nearly died when the boat crashed, but Redbud survived by sending roots
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes. If the cradle is destroyed, the scion of Grolantor inside it
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone
Senses passive Perception 13
Languages Giant, Primordial
Challenge 22 (41,000 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
bathed and watered with the blood of the sacrificed victim, and the body is buried among the treeâs roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows
Resistances bludgeoning, piercing
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3
Plant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the treeâs roots. After three days
Resistances bludgeoning, piercing
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Sylvan
Challenge 5 (1,800 XP)
Magic Club. In the wood
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the
poison the air around them. Whenever a creature other than the dragon or its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or have the Poisoned condition






