Wraithroot Tree

Huge plant,

Armor Class

16 (natural armor)

Hit Points

270 (20d12 + 140)

Speed

walk 30 ft.

Skills

Perception +8

Damage Resistances

bludgeoning, piercing Damage Vulnerabilities fire

Condition Immunities

stunned, frightened, charmed, paralyzed, poisoned

Languages

Common, Druidic, Elvish, Sylvan

Challenge

14

Proficiency Bonus

+5

False Appearance

While the wraithroot tree remains motionless, it is indistinguishable from a normal tree.

Wraith Shift

On its turn, the wraithroot tree can move through other creatures and objects as if they were difficult terrain. The tree does not provoke opportunity attacks while moving, and must finish its movement in a space unoccupied by any Large or larger objects or creatures. Any Medium or smaller creature in the tree's space when it finishes moving is pushed to the nearest unoccupied space of the creature's choice. Medium or smaller objects in the tree's space are pushed to the nearest unoccupied spaces of the tree's choice.

Actions

Multiattack

The wraithroot tree makes two slam attacks.

Slam

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock

Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Wraithstorm (Recharge 5-6)

The wraithroot tree pulls life energy from the area around it, leaving creatures temporarily frail. Each creature that is not a construct or undead within 30 feet of the tree must succeed on a DC 16 Constitution saving throw or have its speed halved and gain vulnerability to bludgeoning damage until the end of the tree's next turn.