Kassoon

This is homebrew, submitted by a member of the community.

Vine Lord

Vine Lord

Medium plant, lawful neutralMedium plant, lawful neutral
Armor Class 16 (natural armor)16 (natural armor)
[~<13]
+/-/*
Hit Points 105 (14d8+42)105 ([14d8+42])
[~1-6]
Speed 30 ft.30 ft.

STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)

Token URL:
https://www.deviantart.com/jacobugoth/art/Vine-Lord-978880974
Saving Throws Con +6, Wis +6, Cha +7 Con +6, Wis +6, Cha +7
Skills - -
Damage Vulnerabilities fire
Damage Resistances -
Damage Immunities -
Condition Immunities blinded, deafened blinded, deafened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 13blindsight 30 ft. (blind beyond this radius), passive Perception 13
Languages CommonCommon
PB +3
Challenge 7 (2,900 XP)

[+instructions]

Green Strider. The vine lord ignores movement restrictions and damage caused by natural undergrowth.

Magic Resistance. The vine lord has advantage on saving throws against spells and other magical effects.

Regeneration. The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle.

Root Mind. Within its home forest or jungle, the vine lord’s blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can’t be surprised.

Spore Sacs (1/week). The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature’s body. If the disease is not cured within 3 months, the tendrils take over the creature’s nervous system and the victim becomes a tendril puppet.

Green Strider. The vine lord ignores movement restrictions and damage caused by natural undergrowth.

Magic Resistance. The vine lord has advantage on saving throws against spells and other magical effects.

Regeneration. The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle.

Root Mind. Within its home forest or jungle, the vine lord’s blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can’t be surprised.

Spore Sacs (1/week). The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into [1d4] green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature’s body. If the disease is not cured within 3 months, the tendrils take over the creature’s nervous system and the victim becomes a tendril puppet.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack: The vine lord makes two claw attacks and four tendril attacks. A single creature can’t be the target of more than one tendril attack per turn.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.

Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage plus 3 (1d6) poison damage.

Awaken the Green (1/Day). The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Multiattack: The vine lord makes two claw attacks and four tendril attacks. A single creature can’t be the target of more than one tendril attack per turn.

Claw. Melee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: 8 ([1d6+5]) slashing damage.

Tendril. Melee Weapon Attack: [+8] to hit, reach 10 ft., one target. Hit: 7 ([1d4+5]) slashing damage plus 3 ([1d6]) poison damage.

Awaken the Green (1/Day). The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Legendary Actions

 

Details

Covered with dark green bark and twining tendrils, this long-limbed humanoid exudes a palpable aura of horror.

Melding of Flesh and Vine. Vine lords are formed from the union of full-grown tendril puppets and the force-grown descendants of plantfolk. Their servants include most plant species, including tendril puppets and vine troll skeletons.

Walking Forests. Vine lords seek to expand and empower forests and jungles in the service of their patron gods and demons, or simply to expand their own power. In many cases, they compel trees to walk into grasslands or plowed fields on moonless nights, claiming that territory for the trees.

Covered with dark green bark and twining tendrils, this long-limbed humanoid exudes a palpable aura of horror.

Melding of Flesh and Vine. Vine lords are formed from the union of full-grown tendril puppets and the force-grown descendants of plantfolk. Their servants include most plant species, including tendril puppets and vine troll skeletons.

Walking Forests. Vine lords seek to expand and empower forests and jungles in the service of their patron gods and demons, or simply to expand their own power. In many cases, they compel trees to walk into grasslands or plowed fields on moonless nights, claiming that territory for the trees.
 
Source Tome of Beasts, Kobold Press
 
Environments Forest
 
Tactics
 
Roles | | | | | | | | | |

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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