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Feyward Tree 2014

CR 8 construct

Huge construct, unaligned


Armor Class
17 (natural armor)
Hit Points
94 (9d12+36)
Speed
20 ft.

STR26 (+8)
DEX10 (+0)
CON18 (+4)
INT2 (-4)
WIS11 (+0)
CHA6 (-2)

Saving Throws
Constitution +7, Wisdom +3, Charisma +1
Skills
Perception +3
Damage Immunities
poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
-
Challenge
8 (3,900 XP) · Proficiency Bonus +3

Contractibility and Conductivity.

certain spells and effects function differently against feyward trees:

a magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.

a magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects.

Immutable Form.

The feyward tree is immune to any spell or effect that would alter its form.

Magic Resistance.

A feyward tree has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The feyward tree's weapon attacks are magical.

Warden's Reach.

Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach.

Actions

Multiattack.

The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it.

Razor-Leafed Branch.

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.

Flaying Leaves (Recharge 5–6).

The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details