MOD | SAVE | ||
---|---|---|---|
STR | 28 | +9 | +9 |
DEX | 10 | +0 | +0 |
CON | 28 | +9 | +9 |
MOD | SAVE | ||
INT | 5 | -3 | -3 |
WIS | 19 | +4 | +4 |
CHA | 13 | +1 | +1 |
The Whispering Willow is rooted to its lair and cannot move. While in its lair, it gains access to Lair Actions and regenerates 10 HP at the start of each turn, unless damaged by fire or radiant damage.
Any creature that ends its turn grappled or restrained by the Willow must succeed a DC 14 Constitution Save or gain the Black Mark.
If the Willow fails a saving throw, it can choose to succeed instead.
The Whispering Willow makes 2 Slam attacks each round.
Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. DC 13 Dexterity Save or be knocked prone.
Roots burst from the ground in a 20-ft radius. All creatures in the area must succeed a DC 15 Strength Save or be restrained by roots. A restrained creature may attempt to free itself at the start of its turn (DC 15 Strength check).
The tree releases a groaning shriek. All non-plant creatures in the lair must succeed a DC 14 Wisdom Save or suffer disadvantage on attacks until the end of their next turn.
Roots animate the earth. Terrain in a 30-ft radius becomes difficult terrain until the next round.
The tree draws on nearby corrupted energy. All creatures restrained by its roots take 1d6 necrotic damage, and the tree regains that much HP.
Each creature within 60 feet that can hear the tree must succeed on a DC 15 Wisdom Save or be charmed. While charmed this way, creatures are incapacitated and must use their movement to slowly walk toward the tree.
If they reach the tree, they must succeed a second save or become restrained by roots and start humming the lullaby.
Choose one area within 30 feet of the tree where corruption has spread. The area becomes heavily obscured by writhing vines until the start of the tree's next turn. Creatures that begin their turn in the area take 1d6 necrotic damage unless they succeed on a DC 13 CON Save.
3 / round, choose 1 after another creature's turn
The Willow targets a point within 30 ft. A thick root lashes from the soil. The creature must succeed a DC 14 Strength Save or be grappled (escape DC 14). While grappled, the creature is restrained and pulled 10 feet closer to the tree at the start of each of its turns.
The Willow emits a pulse of forest-madness. All creatures within 20 feet must make a DC 15 Wisdom Save or take 2d6 psychic damage and suffer disadvantage on their next saving throw.
The Whispering Willow animates a Rootling within 30 ft of itself. Rootlings act on the Willow's initiative and obey its commands. You can have a soft cap of 3–4 active at a time for balance.
The Willow chooses a single creature within 60 feet. That creature must succeed a DC 16 Wisdom Save or be dominated until the end of its next turn (similar to Dominate Beast/Human, but short-term). The target immediately uses its reaction to move 30 ft toward the Willow or attack an ally of the Willow’s choice.