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Vine Lord

Size
Medium
Type
Plant
Challenge Rating
7
Source
Tome of Beasts
Alignment
Lawful-Neutral
Armor Class
16
Speeds
30
Walking Speed
30
Strength Score
12
Dexterity Score
20
Constitution Score
16
Intelligence Score
14
Wisdom Score
16
Charisma Score
18
Saving Throws
Constitution, Wisdom, Charisma
Vision
Blindsight (30ft)
Languages Ref
Common
Hit Points
105
Condition Immunities
Blinded, Deafened
Resistances
Vulnerable to Fire Damage
Languages
Aethyrian Common

Medium plant, lawful neutral


Armor Class 16 (natural armor)

Hit Points 105 (14d8+42)

Speed 30 ft.


STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)

Saving Throws Con +6, Wis +6, Cha +7

Damage Vulnerabilities fire

Condition Immunities blinded, deafened

Senses blindsight 30 ft. (blind beyond this radius), passive Perception 13

Languages Common

Challenge 7 (2,900 XP)

Green Strider. The vine lord ignores movement restrictions and damage caused by natural undergrowth.

Magic Resistance. The vine lord has advantage on saving throws against spells and other magical effects.

Regeneration. The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle.

Root Mind. Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised.

Actions

Multiattack. The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Spore Sacs (1/week). The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet.

Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.

Awaken the Green (1/Day). The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Description

Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror.
Melding of Flesh and Vine. Vine lords are formed from the union of full-grown Open Game License

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.