Living Root (5e Creature)

Living Root

Medium plant, unaligned


Armor Class 13
Hit Points 59 (7d8 + 28)
Speed 0 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 4 (-3) 5 (-3) 3 (-4)

Saving Throws Str +5, Con +6
Damage Vulnerabilities fire, slashing
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, prone, unconscious
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
Languages
Challenge 2 (450 XP)


Deep Forest Bloom. Casting plant growth on the root causes it to bloom, growing flowers that exude sleep pollen for 1 minute. Living creatures other than the caster that start their turns within 20 feet of a blooming root must succeed on a DC 14 Constitution saving throw or fall asleep.

ACTIONS

Root Thwack. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.



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gollark: *And so on up to tier 6*.
gollark: To make tier 3 you do that with some other ones I forgot.
gollark: And throw slightly more resources at structure panels and whatever.
gollark: To make a tier 2 void ore miner you have to make a tier 1 void ore miner to run it for a bit to get erodium crystals.
gollark: The tiering is especially poor.
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