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Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Quickwood CR: 10

Huge plant, unaligned
Armor Class: 19 (Natural Armor)
Hit Points: 92 (8d12 + 40)
Speed: 5 ft

STR

23 +6

DEX

7 -2

CON

20 +5

INT

12 +1

WIS

14 +2

CHA

12 +1

Saving Throws: Constitution +9, Wisdom +6
Skills: Insight +6, Intimidation +5, Perception +10, Survival +6
Damage Resistances: Bludgeoning, Piercing; Fire, Lightning
Condition Immunities: Blinded, Deafened
Senses: Blindsight 120' (blind past this radius), Passive Perception 20
Languages: Sylvan & any other language
Challenge Rating: 10 ( 5900 XP)
Proficiency Bonus: +4

Channel Fear. If the quickwood is directly targeted with any spell by a creature within 45' of the quickwood, the creature targeting it must make on a DC 15 Wisdom save. On a failure, the spell is absorbed by the quickwood with no effect. It then produces a 45' radius aura of fear that all creatures in the radius must succeed on a DC 15 Wisdom save or become frightened of the quickwood until the end of the creature's next turn.

Drums of the Dark Woods. The quickwood can communicate with other quickwoods by emitting a hollow drumming sound that can be heard upto two miles. Other creatures can learn the different meanings of the drums, but only the general idea.

False Appearance. The quickwood is indistinguishable from mundane oaks. It takes a DC 16 Wisdom (Perception) check to notice it before it attacks. Alternatively, the check can be made using Intelligence (Nature), or Wisdom (Survival) check.

Actions

Multiattack. The quickwood can make up to 3 melee weapon attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +10 to hit, 5' reach, one target. Hit: 9 (1d6 + 6) piercing & 7 (2d6) necrotic damage.

Slam. Melee Weapon Attack: +10 to hit, 5' reach, one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Animate Trees (1/Day). The quickwood magically animates one or two trees it can see within 180' of it. These trees have the same statistics as a quickwood, except they have Intelligence & 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 quickwood. The tree remains animate for 1 day or until it dies; until the quickwood dies or is more than 180' from the tree; or until the quickwood takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

The quickwood can see through all of the trees that it animates.

Bonus Actions

Root Grapple (Recharge 6). The quickwood's roots attempt to grapple all hostile creatures in a 90' radius centered on the quickwood. All targets within that radius must succeed on a grapple check (DC 20) or be grappled by the quickwood. On the quickwood's next turn, all creatures that are still grappled by it must pass a DC 20 Strength save or be pulled 30' towards the quickwood. The quickwood can repeat this on each of its turns until the grappled creature is within 5' of the quickwood.

A grappled creature can use its action to repeat the saving throw on its turn. A grappled creature can also be freed by destroying the root that is grappling them (AC 15, 9 hit points).

Constrict. A creature grappled by the quickwood at the start of the quickwood's turn must succeed on a DC 20 Constitution save or take 9 (1d6 + 6) of bludgeoning damage. On a success, the creature takes half damage.

Suggested Environments

Any Climate; Forest


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