Sentient

Huge plant, Any

Armor Class 17 (natural)
Hit Points 337 (27d12+162)
Speed 20 ft.

STR DEX CON INT WIS CHA
25 (+7) 7 (-2) 22 (+6) 16 (+3) 18 (+4) 15 (+2)

Skills History +10, Nature +10, survival +11
Saving Throws Strength +14, Wisdom +11
Damage Immunities poison
Condition Immunities charmed, frightened, Paralyzed, poisoned, Polymorphed
Damage Resistances bludgeoning, piercing
Senses passive Perception 14
Languages Common, Druidic, Elvish, Primordial, Sylvan
Challenge 21 (33,000 XP)

SPECIAL TRAITS

  • Move Earth. As an action, the sentient digs its roots deep into the earth, causing great upheaval. The creature casts an earthquake spell, centered on itself, which does not affect the sentient. After doing this, the sentient must take a short or long rest before it can use this ability again.
  • Acidic Sap. Once per long rest, the sentient can emit a coating of acidic sap on itself. This lasts for 1 minute. During this time, all of the creature’s slam attacks do an extra 4 (1d8) acid damage, and any melee attack that hits the sentient also does 4 (1d8) damage to the attacker. Any non-magical weapon that strikes the sentient will be destroyed by the acid at the end of the attacker’s turn.
  • Change Stone. The sentient can cast Stone Shape at will.
  • Magic Resistance. The sentient has advantage on saving throws against spells and other magical effects.
  • Vulnerabilities. The sentient is vulnerable to fire damage. If the creature suffers cold damage, it has to make a wisdom save against the caster’s DC or be stunned for 1d4 rounds.

ACTIONS

  • Multiattack. The creature has 6 limbs at any time. It can use each limb to either make a slam attack, a squeeze attack, or drop a grappled target into its mouth for a swallow. A limb that suffers 25hp of damage is forced to release its grip on a target but is replaced with new branches the following round.
  • Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (3d6+7) bludgeoning damage. In addition, the target must make a Strength save (DC 20) or be grappled by the limb.
  • Squeeze. If a creature is grappled at the start of the sentient’s turn, the sentient squeezes the creature and lifts it towards its mouth. The target automatically suffers 17 (3d6+7) bludgeoning damage and is considered restrained.
  • Swallow. If a creature suffered a squeeze attack in the previous round and is still restrained, the sentient can swallow it whole as long as it is large-sized or smaller. The target is trapped in the sentient, blinded and restrained, and suffers 27 (6d8) acid damage at the beginning of each of its turns. Only magic or the death of the sentient can allow a target that has been swallowed to escape.

ABOUT

Sentients are very old trees that have lived since the beginning. They are predominantly hardwoods, beech, hickory, oak, elm, and the like. They are shorter than most trees, averaging from the ground to their uppermost branches about 40 feet high. They are old and squat, their wide boles thick with layers of bark and knobby branches. Their canopies vary in appearance according to the health of the tree, some being very sparse, while others remain resplendent in deep foliage. Like all trees, unless it is an evergreen, the sentients lose their leaves in the autumn months and do not regain them until the spring. They have no discernable arms or legs. When they travel, their roots serve as feet, but they never rise out of the ground, rather sliding beneath the earth, moving it, and pulling the old tree along. For arms and fingers, it has many branches, thick and long. They have no face to speak of, rather they see, smell, and hear the world through vibrations in their roots, leaves, or branches. and wherever the mogrl settle, if they do so for any length of time, the flakes of their hide gather at their feet. Such is the will of these creatures that this chaff, what the dwarves call the scaj, gathers in heaps, and in time assumes a life of its own, devoid of all reason and filled only with rage.

They open up folds of their barky-skin to reveal a massive maw into which they drag any who prey upon them.

Hermits of Nature. These intelligent trees live throughout the world, in any clime that trees can live, from the deep jungles to the high mountains. They are secretive and do not normally interact with other creatures unless forced by some peculiar circumstance. Their roles vary greatly; some are good and serve as a shepherd for animals and plants, protecting them from most dangers, while others are evil and take great joy in killing the unsuspecting. The majority are in the middle of these and do little but sit and enjoy the passing of the seasons, prompted into action by circumstance.

Singular Powers. They do not live in societies and rarely breed, though from time to time a sentient drops seedlings that take root. Only some of these possess self-awareness, as they have never lived in the shadows of their creators. In any respect, these are very rare and always less powerful than their kin. Sentients do not horde treasure but some do have vast amounts of wealth buried in the soil around their roots, spoils of the victims, and leaving no doubt of the tree’s power.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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