Stronger than its sapling cousins, the copse blight is a potent defender of the woodlands from invaders. Towering in size, these blights are the size of full-grown trees and can move at terrifying speed. Like other blights, these creatures are awoken by fell magic and drink the darkness of the soil into their own being.
COPSE BLIGHT Large plant, neutral evil Armour Class 16 (natural armour) Hit Points 75 (10d10 + 30) Speed 20ft. Str 22 (+6); Dex 9 (-1); Con 16 (+3); Int 4 (-3); Wis 9 (-1); Cha 3 (-4) Proficiency bonus +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened Senses blindsight 60ft. (blind beyond this radius). passive Perception 9 Languages understands Common but can't speak Challenge 4 (1,100 XP) False Appearance. While a copse blight remains motionless, it is indistinguishable from a tree or fallen log. ACTIONS Crushing lumber. Melee Weapon Attack: +8 to hit, reach 10ft., one or two targets, who must be adjacent to one another. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Entangling Plants (Recharge 5-6). Grasping roots sprout in a 30-foot radius centred on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 16 Strength saving throw or become restrained. A creature can use its action to make a DC 16 Strength check,, freeing itself or another entangled creature within reach on a success. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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