Nariphon

Huge plant, neutral

Armor Class 10 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 15 ft.

STR DEX CON INT WIS CHA
24 (+7) 6 (–3) 21 (+5) 6 (–1) 14 (+2) 9 (–1)

Skills Athletics +12, Perception +7
Damage Immunities bludgeoning, piercing, poison
Condition Immunities exhaustion, poisoned, prone
Senses tremorsense 120 ft., passive Perception 17
Languages understands Common but can’t speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5

SPECIAL TRAITS

  • False Appearance. While the nariphon remains motionless, it is indistinguishable from an ordinary tree.
  • Vegetative Clone. A vegetative clone resembles the creature hit by the nariphon’s Thorn attack. Each clone uses the statistics of an awakened tree, except it has the target’s size, speed, and any special senses, such as darkvision. Clones are extensions of the nariphon, and it can see and hear what a clone sees and hears as if it was in the clone’s space. The nariphon can switch from using its senses to using a clone’s or back again as a bonus action. The nariphon can have no more than six vegetative clones under its control at one time. Each clone remains until killed or until the nariphon dismisses it (no action required).

ACTIONS

  • Multiattack. The nariphon makes four Roots or Thorns attacks.
  • Roots. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained, and it takes 3 (1d6) poison damage at the start of each of its turns. The nariphon has four roots, each of which can grapple only one target.
  • Thorns. Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 17 (3d6 + 7) piercing damage, and the target must succeed on a DC 18 Wisdom saving throw or the thorn falls to the ground and instantly grows into a vegetative clone (see the Vegetative Clone trait) under the nariphon’s control.

BONUS ACTIONS

  • Bury. One creature grappled by the nariphon is forced prone, dragged into the ground, and buried just below the surface, ending the grapple. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 18 Strength check.

ABOUT

This tall evergreen has many branching arms holding up a dome of dagger-like leaves. Four long roots burst up from the ground around it, writhing like tentacles. The nariphon is a carnivorous plant with a unique method of gathering food. Instead of luring meat to it, it creates “clones,” copies of creatures made from its own plant material; these extensions of the nariphon itself go out and gather food. The clones produced by the nariphon venture out into the world with one goal: to bring meat back to the host tree.

Cunning Hunter. While not exceptionally intelligent, a nariphon often lairs near humanoids, including along roads or near trading posts. A nariphon quickly realizes that clones made from humanoid targets are often more versatile and dangerous.

Drakebane. Nariphon sap can be collected and carefully distilled to act as a deadly poison to all forms of dragons, even those typically immune to poison.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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