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monsters/md/tome_of_beasts_2/pine-doom.md
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# Pine Doom
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*Huge* *Plant* *neutral*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 172 (15d12+75)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 9 (5,000 XP)
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- **Source:** Tome of Beasts 2, page 295
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 20 (+5) | 7 (-2) | 21 (+5) | 11 (+0) | 16 (+3) | 12 (+1) |
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- **Skills:** nature +8, perception +7
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- **Damage Vulnerabilities:** fire
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- **Damage Resistances:** bludgeoning, piercing
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- **Senses:** passive Perception 17
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- **Languages:** Druidic, Sylvan
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### Special Abilities
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- **False Appearance:** While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree.
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- **Sticky Pine Tar:** A creature that touches the pine doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained. In addition, when a creature hits the pine doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can't be used. A creature can take its action to remove one stuck weapon from the pine doom by succeeding on a DC 16 Strength check. Splashing the pine doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute.
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- **Siege Monster:** The pine doom deals double damage to objects and structures.
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### Actions
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- **Multiattack:** The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice.
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- **Slam:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
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- **Sap-filled Pinecone:** Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) slashing damage. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds.
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- **Flurry of Pinecones (Recharge 6):** Each creature within 30 feet of the pine doom must make a DC 16 Dexterity saving throw, taking 15 (6d4) slashing damage on a failed save, or half as much damage on a successful one.
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