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5ead/monsters/md/tome_of_beasts_2/pine-doom.md
2025-06-07 07:58:30 -05:00

2.2 KiB

Pine Doom

Huge Plant neutral

  • Armor Class: 16 (natural armor)
  • Hit Points: 172 (15d12+75)
  • Speed: walk 30 ft.
  • Challenge Rating: 9 (5,000 XP)
  • Source: Tome of Beasts 2, page 295
STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 21 (+5) 11 (+0) 16 (+3) 12 (+1)
  • Skills: nature +8, perception +7
  • Damage Vulnerabilities: fire
  • Damage Resistances: bludgeoning, piercing
  • Senses: passive Perception 17
  • Languages: Druidic, Sylvan

Special Abilities

  • False Appearance: While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree.
  • 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.
  • Siege Monster: The pine doom deals double damage to objects and structures.

Actions

  • Multiattack: The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice.
  • Slam: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
  • 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.
  • 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.