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Treefolk

Large plant (druid), Any alignment

Armor Class 17 (natural armor)

Hit Points 171 (18d10 + 72)

Speed 30 ft.

STR 23 (+6)
DEX 12 (+1)
CON 18 (+4)
INT 10 (+0)
WIS 20 (+5)
CHA 11 (+0)

Saving Throws CON +8, INT +4, WIS +9

Skills Insight +9, Nature +8, Perception +9

Damage Resistances bludgeoning, piercing

Senses blindsight 30 ft., passive Perception 19

Languages Common, Druidic, Sylvan

Challenge 11

Plant Camouflage. The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain.

Tree Stride. Once on each of its turns, the treefolk can use 10 feet of its movement to step magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least as large as the treefolk.

Actions

Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.

Crushing Vine. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the restrained condition. The treefolk can grapple up to six creatures this way.

Nightshade Bolt. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 33 (6d10) poison damage.

Bonus Actions

Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk's Tree Stride trait and gains 5 (2d4) temporary hit points at the start of each of its turns. This blessing lasts for 1 minute, until the treefolk has the incapacitated condition, or until the treefolk uses this bonus action again.

Source

MCV4EC