Vine Lord — fantasy monster illustration. Vine Lord is a medium plant (Challenge Rating 9).

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Vine Lord

Medium Plant, Lawful Neutral

AC
16
HP
105
Speed
30
CR
9

False


Armor Class 16 (natural armor)

Hit Points 105 (14d8 + 42)

Speed 30 ft.


STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)

Saving Throws Cha +8, Con +7, Wis +7

Damage Vulnerabilities fire

Damage Resistances False

Damage Immunities False

Condition Immunities blinded, deafened

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13

Languages Common, Sylvan

Challenge 9


Traits

Green Regeneration. While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp.

Magic Resistance. The vine lord has advantage on saving throws against spells and other magical effects.

Root Mind. The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can't be surprised.

Vine Seed. A creature infected with a vine lord's vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature's body. Until the disease is cured, the infected creature can't regain hp, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0.

Woodland Walk. Difficult terrain composed of plants doesn't cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Actions

Multiattack. The vine lord makes one Tendril attack and two Thorned Slam attacks.

Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with a vine seed (see the Vine Seed trait).

Thorned Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (4d4) piercing damage.

Forest Protectors (1/Day). The vine lord magically calls 1d4 awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in 1d4 rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action.

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Vine Lord — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022