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Death's Head Tree

In cursed wilds grow death's head trees, awakened trees from which 2d6 death's heads dangle like foul fruit. The heads detach to protect the tree if it's threatened. Should the tree be destroyed, the heads scatter and plant themselves in unholy ground. A new death's head tree emerges from each planted head 1d12 months later.

Monster Manual (5e), Van Richten's Guide to Ravenloft (3.5e)

Death's Head Tree CR: 2

Huge plant, unaligned
Armor Class: 13 (Natural Armor)
Hit Points: 59 (7d12 + 14)
Speed: 20 ft

STR

19 +4

DEX

6 -2

CON

15 +2

INT

10 +0

WIS

10 +0

CHA

7 -2

Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning & Piercing
Senses: Passive Perception 10
Languages: One language known by its creator.
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Dread Harvest. The tree has 5 (2d6) death's heads within its branches, disguised as vaguely head shaped fruit. If disturbed, the death's heads detach from the tree to attack any hostile creatures.

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Suggested Environments

Forest, Hill, Swamp

Death's Head

A death's head is a disembodied, flying head. The type of creature one of these grotesque undead originated from determines how it terrorizes it prey. A death's head that arises from a person or animal swoops down to rip apart victims with its gnashing teeth. One with the head of monster like a nothic or medusa, though, retains a measure of the power it had in life and can befuddle the minds or petrify the bodies of its victims.

Death's Head CR: 1/2

Tiny undead, unaligned
Armor Class: 16 (Natural Armor)
Hit Points: 17 (5d4 +5)
Speed: 0 ft , fly: 30 ft , can hover

STR

8 -1

DEX

13 +1

CON

12 +1

INT

5 -3

WIS

14 +2

CHA

3 -4

Damage Resistances: Necrotic
Senses: Passive Perception 12
Languages: -
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Beheaded Form. When created, a death's head takes one of three forms: Aberrant Head, Gnashing Head, or Petrifying Head. This form determines the creature's attack.

Unusual Nature. The death's head doesn't require air, food, drink, or sleep.

Actions

Gnashing Bite (Gnashing Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) necrotic damage.

Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the target must succeed on a DC 10 Intelligence saving throw or it can't take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Petrifying Bite (Petrifying Head Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is petrified for 10 minutes.

Suggested Environments

Forest, Hill, Swamp

Van Richten's Guide to Ravenloft (3.5e), p 117-118

Dread Heart Tree

A dread heart tree resembles a weeping willow with grotesque fruit shaped like humanoid hearts dangling from the ends of its branches. The hearts beat rhythmically, thumping faster as prey approaches the tree, as if excited for more prey.

Dread heart trees are believed to be a relative of the death's head tree, a variant native to Valachan. They are born from death. their seeds germinate in humanoid blood, so they are often found near battlefields or slaughtering grounds. The trees appear normal for the first 50-60 years of life; when they mature, they grow their heart-shaped fruit.

Combat

Dread heart trees attack only when humanoids come within their immediate area. However, their ability to cause their "fruit" to beat like drums in jungle lure many curious victims to a grisly death.

Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Dread Heart Tree CR: 9

Huge plant, neutral evil
Armor Class: 19 (Natural Armor)
Hit Points: 92 (8d12 + 40)
Speed: 0 ft

STR

28 +9

DEX

9 -1

CON

21 +5

INT

4 -3

WIS

12 +1

CHA

10 +0

Saving Throws: Strength +13, Constitution +9
Damage Resistances: Piercing damage from nonmagical weapons; Fire
Condition Immunities: Blinded, Deafened
Senses: Blindsense 30', Tremorsense 90' (blind past this radius), Passive Perception 11
Languages: -
Challenge Rating: 9 ( 5000 XP)
Proficiency Bonus: +4

Magic Resistance. The dread heart tree has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The dread heart tree can make two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, 10' reach, one creature. Hit: 16 (2d6 + 9) bludgeoning damage.

Harvest of Hearts. The dread heart tree has 10 (d4d) crimson heart-like fruit growing in its branches. It can detach 2 (1d4) fruits, which become dread heart creatures. When all the fruit detach, it takes 5 (1d6 + 2) months to produce another crop of fruit.

Suggested Environments

Tropical Climates; Forest, Grassland, Hills, Swamp

Dread Heart

When the fruit of the dread heart tree fully ripens, the fruit detaches from the tree & float away. These horrific, leathery ballons float up to 20 miles from the tree, seeking a warm-blooded host or fresh battlefield for their seeds. When they spot a potential host, they shoot their seeds or lash out with their vein-like tendrils. A dread heart dies once it disperses all of its seeds.

Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Dread Heart CR: 1/4

Tiny plant, neutral evil
Armor Class: 13 (Natural Armor)
Hit Points: 11 (3d4 + 3)
Speed: 0 ft , fly: 30 ft , can hover

STR

8 -1

DEX

13 +1

CON

12 +1

INT

5 -3

WIS

14 +2

CHA

3 -4

Skills: Perception +4
Damage Resistances: Fire
Condition Immunities: Blinded, Deafened
Senses: Blindsight 30' (blind past this radius), Passive Perception 14
Languages: -
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Dread Heart Seeds. A creature that has a dread heart seed implanted in its body requires a DC 10 Wisdom (Medicine) check to remove the seed within the first 24 hours.

After 24 hours, the creature takes 2 (1d4) necrotic damage at the dawn of each day as the seed's roots begin to sprout in the creature's body. The creature's maximum hit points are reduced equal to the necrotic damage, & can not be restored until the seed is removed. If the creature is reduced to 0 hit points while implanted with the seed, it dies and a dread heart tree sapling will sprout from its corpse in 4 (1d6 + 1) months.

To remove a seed after 24 hours requires a successful DC 15 Wisdom (Medicine) check that can only be performed once per day. A casting of the Remove Curse spell will also expell the seed from the creature's body.

Magic Resistance. The dread heart tree has advantage on saving throws against spells and other magical effects.

Actions

Tendril. Melee Weapon Attack: +3 to hit, 5' reach, one creature. Hit: 4 (1d6 + 1) piercing damage. The creature must succeed on a DC 15 Constitution saving throw or have a dread heart seed implanted in the creature's body.

Seed Shot. Ranged Weapon Attack: +3 to hit, range 30'/60', one creature. Hit: 3 (1d4 + 1) piercing damage. The creature must succeed on a DC 15 Constitution saving throw or have a dread heart seed implanted in the creature's body.

Suggested Environments

Tropical Climates; Grassland, Forest, Hill, Swamp

Homebrew

Ravenloft: Denizens of Darkness, 3.5e, p 113, 117-118

Domain of Dread Association

Valachan - The dread heart tree is a unique variant of the death's head tree found exclusively in this jungle domain.

Dark Powers Affiliation
  • The Visceral Corpse.

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