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Bludwort

An bludwort is a tree that wanders around at night until it finds a nice spot to set its roots, and then it produces wortlings to bring it meat to feed on. Once it's stripped its surroundings bare, it moves on.   The gigantic horror, resembling a twisted and gnarled tree, creeps through the forest in the dead of night and sets down roots. To the uninitiated, it would simply appear as if a new tree has sprung up overnight. Over the course of the next week, the bludwort sprouts up to 20 pods that fall from its branches and hatch strange humanoid shape creatures called “podlings”. The podlings then seek out the nearest settlement and bring back warm-blooded sustenance to their parent tree-- usually livestock and humanoids.   Once it has stripped an area of available food or it feels threatened, the bludwort will uproot itself and find a new hunting ground.   The podlings usually die off within a few days. But if they survive before their parent tree leaves an area, the bludwort will command them to plant themselves in the ground in the surrounding area. If undisturbed for a year, they grow into new bludwort trees.
Genetic Descendants
Related Ethnicities

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Bludwort

Huge plant, neutral evil
Armor Class 16 (Natural Armor)
Hit Points 138 12d12+60
Speed 10ft

STR
20 +5
DEX
6 -2
CON
20 +5
INT
12 +1
WIS
16 +3
CHA
12 +1

Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, & Psychic
Condition Immunities Charm, magical sleep, paralysis, stun, polymorph, blinded, deafened
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages understands Sylvan but can't speak
Challenge 7


False Appearance: While the bludwort remains motionless, it is indistinguishable from a massive tree. Upon first noticing a bludwort amongst the trees, even if a character is familiar with the area, they must make an Insight, Perception or Investigation check (DC 13) to even notice the tree as being unusual.   Stubborn Wood. The bludwort is immune to spells and effects that would cause it to be paralyzed, charmed, put to sleep, stunned or polymorphed.   Woodsense. The bludwort can communicate telepathically with any of its wortlings within 10 miles and sense anything they can sense.


Actions

Multi-Attack. The bludwort can make 1+1d4 Slam attacks.   Slam. Attack: 1d20+7, Reach 15 feet, one target. Hit: 2d6+5 bludgeoning damage and, if the target is medium or smaller, the target is grappled (escape DC 15). The grapple ends if the bludwort or the grappling tendril takes fire or slashing damage.   Swallow: Instead of multi-attacking, the bludwort pulls one grappled target into its maw and attempt to swallow the creature (escape DC 15). Once swallowed, the creature falls into the bludwort’s pitcher and takes 1d4+5 acid damage. The creature takes 1d4+5 acid damage at the end of each turn it spends in the pitcher. The creature can climb out of the pitcher with a successful athletic check. The creature can also escape by doing fire damage to the inside of the bludwort. The bludwort will eject the creature from its mouth.   Entangling Roots. 1/day. The bludwort can twists its roots around all creatures within 15 feet as if casting Entangle (Strength Save and Escape DC 15).   Recall. When threatened, the Bludwort recalls all Wortlings within a 10 mile radius to defend it.


 

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