Homebrew Flora colossus Species Details

Large plants, usually tree like, that are sentient. They mature very quickly, usually within months. They have extremely long lives usually into the thousands of years. Once they reach a few hundred years of age they typically find a place to settle down and live the rest of their lives without moving. They become the center of great forests. Floral colossus are usually very gentle creatures unless provoked. No one knows when the first floral colossus was discovered or how they are born. They are thought to be the fallen spirit of a being that protected nature that has bound itself to its favorite plant so that it can continue the fight even after death.

Flora colossus Traits

Floral ingrain

Ingrain

On your turn, as a bonus action, you can have roots dig into the ground underneath you. Your movement speed is reduced to 0 and you can not be moved from that space. While you are ingrained at the start of each turn you can roll a 1D4 and regain that many hit points.

Natures offense

You can take 2 turns after you roll for initiative to create a non-magical weapon out of the same material your body is made of. You have proficiency with whatever weapon you create. No other creature can use the weapon you create and whenever it leaves your hand the weapon withers away into dust immediately. 

Natures defense

Due to the size of your body you do not get any extra benefits from wearing any armor. Instead you have a natural armor that covers your body and gives you a natural +2 to your AC score.

Floral speech

Being that you are a plant yourself, you can have conversations with other plants and nature itself. Conversely you can understand some common and sylvian but can only say your name.

Plant life

Being a plant you have photosynthesis so you have no need to eat or sleep. Also while you are in direct sunlight you gain a +1 to all your trait modifiers and you regain 3 hit points at the end of your turn if you are not ingrained. If you are ingrained you gain 10 hit points per turn.

Floral disgrace

While in a cave you have a -1 on all modifiers and you always have the last turn each round no matter what you roll for initiative. You also cannot use photosynthesis to regain hit points. Also you take 5 extra damage from all physical attacks against you.

Pyro-phobia

When you are near an open flame you have to be the furthest one from it. If you are hit with a fire attack you catch fire until you can put it out with a dexterity saving throw. When you catch fire you immediately charge towards the closest water source or your healer if there is no water. You also take 1.5X the amount of damage from fire attacks.

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