Yggcasil (5e Creature)
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Yggcasil[edit]
Gargantuan plant, lawful good Armor Class 22 (natural armor)
Saving Throws Str +13, Con +15, Wis +9 Innate Spellcasting. The yggcasil's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: At will: erupting earth, freedom of movement (self only), plant growth Constructed Armor. If an effect would be applied to the yggcasil from a source outside its living shelter, the yggcasil can choose to change its creature type to construct in regards to that effect. Living Shelter The yggcasil's body contains a habitable area consisting of two 25-foot diameter, 15-foot tall cylinders connected by a ladder. The central space of both cylinders is occupied by the thick wooden trunk of the yggcasil, which has an AC of 18 and is vulnerable to fire damage. If the yggcasil chooses, it may open a part of its body to allow one or more creatures inside the lower cylinder, then close up again. A creature can enter the upper cylinder by flying or making a DC 20 Strength (Athletics) check to climb the yggcasil's body. Siege Monster. The yggcasil deals double damage to objects and structures. ACTIONSMultiattack. The yggcasil makes two slam attacks and a vine attack. Alternatively, the yggcasil can trade a slam attack for a spell. Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., up to two targets within five feet of each other. Hit: 25 (4d8 + 7) bludgeoning damage. Vine. Melee Weapon Attack: +11 to hit, reach 25 ft., up to three targets. Hit: 21 (4d6 + 7) slashing damage and the target is grappled (Escape DC 21). During this grapple, a Large or smaller target is held 10 to 20 feet above the ground at the distance it was grappled, and moves with the yggcasil, suspended by its vines. A creature that is of Huge or larger size must be hit twice to be grappled, and can only be lifted or moved by the yggcasil if the yggcasil succeeds on a Strength (Athletics) check with a DC equal to the target's CR or level. Set Roots. The yggcasil buries its root-like arms and legs to take in nutrients and heal. The first time the yggcasil does this in a day, it immediately gains the benefits of a short rest, but cannot move, benefit from its freedom of movement spell, cast spells with somatic components, or make slam attacks until it takes an action to uproot itself. If an yggcasil completes a long or short rest while rooted in this manner, it gains temporary hit points until its next rest, the number of which is 11 (2d10) if the rest was short or 33 (3d20) if the rest was long. REACTIONSHarbor. The yggcasil immediately moves up to three adjacent allies that are Large or smaller and below half their maximum hit points into the lower cylinder of its habitable area. This movement does not provoke any opportunity attacks. LEGENDARY ACTIONSThe yggcasil can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The yggcasil regains spent legendary actions at the start of its turn. Attack. The yggcasil makes two slam attacks or one vine attack. |
Though it resembles a round fortress with a tree in the center, this noble monster is quite mobile for its bulk. Named for both the world tree and the forts they tend to resemble, an yggcasil is born when a tree comes to life via druidic magic, and realizing its own weakness, uproots itself to gather power. With a large chunk of earth around the bottom of its trunk, an yggcasil uses its roots as arms and legs to seek out large stones, and attaches them to its trunk to armor itself until eventually, it comes to resemble its final form, a small round castle, with arms and legs underneath made of thick, intertwined roots, and a leafy tree-like head emerging from the top with a pair of eyes on its trunk. A Tiny Kingdom. An yggcasil's other notable trait is its desire to be inhabited. When an yggcasil has completed its rocky armor, it will offer to serve as a home to smaller monsters in exchange for their assistance in battle. From packs of large beasts, to swarms of insects or vermin, to bands of goblins, kobolds, or other tribal monsters, an yggcasil never fights alone unless it is very young or something tragic has befallen it. Earthen Castle. Each yggcasil tends to have a deep bond to the stone and earth that protects their living wooden bodies, and as such, both bears respect for the elemental plane of earth, and commands some power over materials akin to those that make up their armor. When two yggcasil meet, they will commune with each other in Terran, and talk mostly about the differences in the architecture of their castle-like armors, leading to mixtures of each other's ideas surfacing in an yggcasil's armor later on. |
Variant: Heartwood Glaive[edit]Some Yggcasil, even with their constructed armor and personal armies inhabiting them, find they are still too weak for comfort, and will craft a Heartwood Glaive to further increase their power, and may, given sufficient reason, craft an additional Heartwood Glaive to give to a friend. A Heartwood Glaive is a +2 Gargantuan Glaive (4d10 + 2 + Strength modifier magical slashing damage) made of magically hardened wood, and can only be wielded proficiently by a huge or larger Plant, Fey, or creature with druid levels. A huge creature wields this weapon at disadvantage. This variant's slam action is replaced with the following: Glaive. Melee Weapon Attack: +13 to hit, reach 25 ft., up to two targets within five feet of each other. Hit: 31 (4d10 + 9) slashing damage. Glaive Sweep. Each creature of the Yggcasil's choice within 20 feet of the Yggcasil must make a DC 17 Strength saving throw. A creature takes 25 (3d10 + 9) slashing damage on a failure and is knocked prone, but takes half as much damage and is not knocked prone on a success. The Challenge Rating of this variant increases to 18 (20,000 XP). |
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