Rotting Root Lord (5e Creature)

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Rotting Root Lord[edit]

Huge plant, lawful evil


Armor Class 15 (natural armour)
Hit Points 207 (18d12 + 90)
Speed 20 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

Saving Throws Str +9, Con +9, Cha +1
Skills Athletics +9, Intimidation +1, Perception +4, Stealth +4
Proficiency Bonus +4
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Common but can't speak
Challenge 12 (8,400 XP)


Acid Absorption. Whenever the lord is subjected to acid damage, it takes no damage and instead gains a number of hit points equal to the acid damage dealt.

Grappler. The lord has advantage on attack rolls against any creature grappled by it.

Magic Weapons. The lord's weapon attacks are magical.

Siege Monster. The lord deals double damage to objects and structures.

ACTIONS

Multiattack. The lord makes three slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Rot. Each creature within 20 feet of the lord must make a DC 17 Dexterity saving throw. On a failed save, the target takes 28 (8d6) necrotic damage. If this damage reduces the target to 0 hit points, it rots to nothing.
A rotted creature and everything it is wearing and carrying, except metal or magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.


Rotting_Root_Lord.png
A rotting root lord from Berserk chapter 221, [Source]

Dark warbeasts closely tied to the elemental plane of earth, rotting root lords exist to destroy. They do not eat, do not sleep, and do not breath. Rather, all nutrition is gained by draining the very essence of life from their surroundings, the act of which granted them their feared title. This nutrition does not equate to overall physical health, however. They can be reasoned with, offering a large number of lives of those in place of one's own, a tactic often used to destroy camps of opposing forces, though doing so is easier said than done. The path of a rotting root lord can be easily found, leaving a forty-foot wide column of bone-dry plant life in its wake. Spending an extended period of time around a rotting root lord, even an inactive one, can lead to a variety of health complications including the necrosis of multiple organs and patches of bone and skin. When outside of "foraging season", many rotting root lords find safety in forested caves, preferring those in lush rainforests. These lairs are often confused for ooze lairs, being almost spotless.

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