These large and exaggerated versions of mundane oak, pine, or willow trees boast steel-hard trunks and brightly glowing foliage. The bark of these trees form placid visages that stare out mutely at the surrounding landscape. While only three varieties have been found, priests and scholars speculate that the spirited trees could manifest in any arboreal form. Animals happily make homes in the branches and roots of the alabaster trees, where they enjoy protection and unnaturally long lives.
Huge celestial, neutral good
Armor Class 18 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 10 ft.
|20 (+5)||10 (+0)||18 (+4)||10 (+0)||14 (+2)||10 (+0)|
Saving Throws Strength +8
Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages all, telepathy 120 ft.
Challenge 7 (2,900 XP)
- Churning Advance (3/day). As a bonus action, the alabaster tree moves up to five times its speed, leaving a trail of difficult terrain behind it.
- Foster the Grasses. Hallowed reeds within 60 feet of an alabaster tree have advantage on saving throws.
- Like Calls to Like. The alabaster tree knows if a creature within 60 feet of it is good-aligned or not.
- Soul’s Respite. A good-aligned creature who takes a short rest within 10 feet of an alabaster tree gains all the benefits of a long rest.
- Multiattack. The alabaster tree makes two slam attacks.
- Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage plus 4 (1d8) radiant damage and the creature is grappled (escape DC 16).
- Serrated Squeeze (Willow Only). The alabaster tree makes one slam attack against a Large or smaller target it is grappling. If the attack hits, the target is engulfed in razor-sharp leaves, and the grapple ends. While engulfed, the target is blinded and restrained, it has total cover against attacks and other effects outside of the leaves, and it takes 13 (3d8) slashing damage at the start of each of the alabaster tree’s turns. An alabaster tree can have only one creature engulfed at a time. If the alabaster tree takes 15 damage or more on a single turn from the engulfed creature, the alabaster tree must succeed on a DC 14 Constitution saving throw at the end of that turn or release the creature in a shower of shredded leaves. The released creature falls prone in a space within 10 feet of the alabaster tree. If the alabaster tree dies, an engulfed creature is no longer restrained by it and can escape from the leaves and branches by using an action to untangle itself.
- Toss (Oak Only). One Large or smaller object held or creature grappled by the alabaster tree is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
- Cloud of Needles (Recharge 5-6, Pine Only). The alabaster tree fires a cloud of sharp needles at all creatures within 30 feet of it. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
Stars in the Branches. An alabaster tree welcomes kind-hearted and good-aligned creatures by illuminating its leaves and needles with pulses of brilliant white light. During this time, the tree will attempt to communicate with the creature for the purpose of sharing information about the goings-on in the region.
Protectors. Alabaster trees are the protectors of a lustrating grove. Their ability to move quickly for short periods of time and their tough trunks make them formidable combatants. The trees suffer no evil or trickery and happily toss interlopers out of the grove.
Heavenly flora is often found growing near sacred sites associated with good-aligned gods. Temples, shrines, tombs, and worshipping places are all excellent spots for these plants to take hold. They also form near rifts between the Material Plane and a celestial one; the course of their growth can be tracked to locate the portal.
Slow Growing. Celestial flora take a long time to grow into mature plants. They often require protection from animals or curious humanoids in their early stages of development. Druids, clerics, paladins, and priests of good-aligned gods often act as keepers and guardians of these plants. These holy tenders are empowered by the plants and are often rewarded by their patron deity for their work. The plants might also sprout up miraculously at the site of a powerful celestial’s arrival on the Material Plane. If the being is of sufficient power, an entire lustrating grove may erupt into being rapidly.
Cleansing. Celestial plants have a natural ability to cleanse cursed and soiled ground. They can be cultivated in an area corrupted by demonic or infernal magic and, given enough time, eradicate the evil. The process is long, but, if the plants are properly tended, the outcome is guaranteed.
Sustained by Miracles. Celestial plants do not require water or sunlight to grow. They flourish anywhere their roots can find purchase, including underground caverns, shadowy mountain valleys, and harsh deserts.
Lustrating Groves. Left alone, a single celestial plant eventually grows into a large grove. The groves are places of intense radiant magic that call to divine magic wielders for miles around. These holy places contain great power and commune spells resolve with greater clarity and success. The groves are often guarded by angels or other celestial beings who see the site as a foothold on the Material Plane.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.