Force of Nature
A plant of the woodlands, a being given thought and shape by the spirits of nature themselves. Created for the sole purpose of protecting the forests and glens it is birthed from, to act as a righteous source of vengeance on any who harm it’s home. The force of nature is massive, crafted from among the largest trees of a forest, its appearance usually reflects such an origin.
Durable Foe With a bark skin as durable as the largest trees, and without any true vital processes, the force of nature is able to take an immense amount of punishment. Able to deal it as well, being hit with a blow from the force of nature is like being struck with a dozen tree limbs at once. A powerful guardian, this plant can not be dissuaded from its role as protector in any way, making attempts to charm it or slow it down entirely useless. The only weakness a force of nature has is its plant-like nature, as fire is able to burn away at its powerful exterior, and potent poisons will quickly circulate through its root system.
Price for Power The force of nature draws sustenance from the plants around it, kept alive only with the assistance of the forest. But just like any other plant, the force of nature must remain in place for lengths of time to draw from the forest around it. While moving and fighting, the force of nature is able to draw strength only from the opponents it strikes, its roots quickly darting to pierce their flesh and absorb their life essence. When an opponent is not in sight, or in the rare case its prey eludes capture, the force of nature often has no choice but to shut down before its energy runs too low. When it does so, it enters a state of hibernation so deep that a careful adventurer might be able to sneak up and catch the creature off guard.
Protector of Many Forms A force of nature most commonly forms in deep forests, but they are not restricted to doing so. When a place of primal nature, often those already touched with some form of magic, finds itself in need of a guardian, a force of nature may form from the largest and strongest plants found in the area. In this way, a force of nature might also develop in rainforests, swamps, or even arctic tundra's. Such a creature might develop powers more suited to its environment, as a lack of trees in the area might cause a force of nature to develop a body crafted from large gatherings of moss, or scrub bushes with sharp thorns.
Force of Nature
A plant of the woodlands, a being given thought and shape by the spirits of nature themselves. Created for the sole purpose of protecting the forests and glens it is birthed from, to act as a righteous source of vengeance on any who harm it’s home. The force of nature is massive, crafted from among the largest trees of a forest, its appearance usually reflects such an origin.
Armor Class | 17 (natural) | ||
---|---|---|---|
Hit Points | 20d12+120 | ||
Speed | 50 ft. | ||
Strength | 20 (+5) | ||
Dexterity | 12 (+1) | ||
Constitution | 22 (+6) | ||
Intelligence | 6 (-2) | ||
Wisdom | 16 (+3) | ||
Charisma | 4 (-3) | ||
Damage Vulnerabilities | Fire | Poison | |
Condition Immunities | Charmed | Exhaustion | |
Senses | Darkvision 120 ft. | Passive Perception 13 | |
Languages | Sylvan | Terran | |
Challenge | 12 (8400 XP) | ||
Special 1 | Siege Monster | The plant deals double damage to objects and structures | |
Special 2 | Slef-Draining | At the beginning of the plant's turn, | if it has not done damage to a creature or |
object since the start of its last turn, | it automatically takes 4d8 necrotic damage | ||
Special 3 | Trample | When the plant reduces a creature to 0 hit points with a melee attack, | any remaining damage from the attack may instead |
be dealt to another creature within reach | |||
Action 1 | Multiattack | The plant makes three slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+9 to hit |
Reach 15 ft., one target | Hit 4d8+5 bludgeoning damage. | If the target has already been hit with a slam attack this round, | the plant regains 4d4 hit points |
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