By the gods, what an atrocity of a creature. Let the bloodbark executioner serve as the perfect example as to why evil never pays. These trees are living monuments to those slain by evil hands, and it is best to leave them alone at any cost. They never move, creaking slowly to life whenever the stain of guilt enters their territory. Woe betide any fool who dares to test the powers of the bloodbark executioner, whose nooses both strangle and decapitate any foolish enough to come within range. I have yet to discover what the tree does with all the heads it collects, but I’m not sure I want to find out.
BLOODBARK EXECUTIONER
Titanic plant, chaotic evil
Armor Class 23 (natural armor)
Hit Points Special
Speed Special
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 10 (+0) | 30 (+10) | 12 (+1) | 27 (+8) | 1 (-5) |
Saving Throws Str +18, Con +18, Int +9, Wis +16
Skills Insight +24, Nature +17, Perception +24
Damage Resistances fire, lightning; bludgeoning, piercing
Senses darkvision 300 ft., Sense Guilt (see traits) 10 miles, passive Perception 34
Languages Druidic, Sylvan
Challenge 28 (120,000 XP)
TRAITS
Perfect Camouflage. While motionless, the executioner is indistinguishable from a tree, albeit one that is misshapen, humongous, and disturbing in appearance.
Sense Guilt. The executioner can sense the presence of creatures within 10 miles of it that are guilty of committing an evil act without atoning or being punished for said act. Guilty creatures cannot be hidden from the executioner, and the executioner can always perceive said creatures even if they are invisible or magically concealed.
Titanic Creature. The executioner is a titanic creature encompassing a 50-foot-by-50-foot space and standing 200 feet high. It is so large that combat involves dividing its body up into various sections, each of which has a fixed initiative count on which it acts (losing initiative ties), detailed in its description. Each section is considered a unique creature for purposes of targeting (in case an effect or attack would include multiple targets), and effects that include an area may affect multiple sections of the executioner if the area is large enough. Each section has its own hit points and actions but shares the executioner’s other statistics (such as damage resistances, saving throws, etc.). When a section is reduced to 0 hit points, it becomes incapacitated until it regains hit points or the executioner is slain, which causes all sections to die along with the executioner. If a section has a speed, the executioner can move up to that section’s speed during its turn. Creatures can enter and occupy the same space as the executioner, which is considered difficult terrain, and the executioner cannot make opportunity attacks. Additionally, the executioner is immune to effects that would forcibly move, banish, or magically teleport it.
BLOODBARK EXECUTIONER - CANOPY
Hit Points 307 (15d20 + 150)
Initiative Count 20
TRAITS
Hanging Snares. The executioner’s branches twist and contort into noose-like shapes, each of which has AC 20 and 60 hit points. The executioner has countless snares at its disposal. Destroying a noose frees any creature grappled by it.
Position. The canopy of the executioner is at least 160 feet above the space it occupies. The section is a cube approximately 100 feet wide, 100 feet long, and 40 feet tall.
ACTIONS
Multiattack. The executioner make one Ensnare attack against each creature of its choice within range.
Ensnare. Melee Weapon Attack: +18 to hit, reach 200 ft., one creature. Hit: 31 (6d6 + 10) bludgeoning damage and the target is pulled to a space within 50 feet of the executioner, lifted 20 feet in the air, and grappled (escape DC 24). While grappled in this way, the target is unable to breath. At the start of each of its turns, the creature must succeed on a DC 24 Strength saving throw or lose 35 (10d6) hit points and begin suffocating. If the creature succeeds on this saving throw, it prevents the hit point loss and the creature can breathe until the start of its next turn.
Hoist. Each creature grappled by the executioner’s Ensnare feature is hoisted 60 feet upward toward its canopy. If a creature is hoisted 200 feet up to the top of canopy by this effect, it is instantly decapitated.
BLOODBARK EXECUTIONER - ROOTS
Hit Points 266 (13d20 + 130)
Initiative Count 5
TRAITS
Position. The roots of the executioner are directly below the space it occupies. The section is a cube approximately 50 feet wide, 50 feet long, and 20 feet tall.
ACTIONS
Blood Pond. The executioner causes a pond of cursed water to appear in a 20-foot square on the ground within 300 feet of it. Creatures in the area have disadvantage on attack rolls and saving throws. The pond lasts for 1 hour before vanishing.
Drain Magic. The executioner drains magic from a 30-foot cube centered on a point it can see. Spells and magical effects in the area with a duration greater than instantaneous have their durations halved (minimum of 1 round).
BLOODBARK EXECUTIONER - TOWERING TRUNK
Hit Points 348 (17d20 + 170)
Initiative Count 15
TRAITS
Cacophony of the Condemned. The faces covering the trunk emit a continuous, howling wail. If a creature starts its turn within 1 mile of the executioner and can hear the wailing, the executioner can force the creature to succeed on a DC 24 Wisdom saving throw or be drawn toward the executioner. On each of its turns, an affected creature must move its speed toward the executioner (following the sound of the wailing) by the safest possible route. This effect ends if the creatures takes damage from the executioner, touches it, or becomes unable to hear the wailing.
A creature that isn’t surprised can cover its ears to gain advantage on the saving throw at the start of its turn. If it does so, until the end of its next turn it has disadvantage on Wisdom (Perception) checks to hear other creatures, and it cannot use any limbs that are covering its ears for anything else. If it uncovers its ears in the meantime, it must immediately attempt the saving throw.
Position. The towering trunk of the executioner is at least 70 feet above the space it occupies. The section is a cube approximately 50 feet wide, 50 feet long, and 90 feet tall.
ACTIONS
Nourish. A section of the executioner’s choice regains 35 (10d6) hit points.
Visions of Atrocity (Recharge 5–6). The executioner emits a magical pulse in a 300-foot-radius sphere. Enemy creatures in the area must succeed on a DC 24 Wisdom saving throw or experience visions of barbaric atrocities for 1 minute. While experiencing these visions, a creature considers all other creatures its enemies and cannot be considered an ally by other creatures.
BLOODBARK EXECUTIONER - CORE
Hit Points 553 (27d20 + 270)
Initiative Count 10
TRAITS
Position. The core of the executioner is at least 20 feet above the space it occupies. The section is a cube approximately 50 feet wide, 50 feet long, and 50 feet tall.
Unified Being. At the start of each of the core’s turns it can choose to lose up to 150 hit points and transfer them to its other sections. The branches and the roots can each regain hit points, with the executioner dividing the total lost by the core among these sections.
ACTIONS
Multiattack. The executioner makes one attack.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 75 (10d12 + 10) piercing damage. If the target is a Gargantuan or smaller creature that occupies a 20-foot space or smaller, it must succeed on a DC 24 Dexterity saving throw or be swallowed by the executioner. A swallowed creature is blinded and restrained, has total cover against attacks and effects outside the executioner, and takes 55 (10d10) poison damage at the start of each of its turns.
If the executioner takes 50 or more damage on a single turn from a creature inside it, the executioner must succeed on a DC 25 Constitution saving throw at the end of that turn or spit out all swallowed creatures, who fall prone in a space within 20 feet of the executioner. If the executioner dies, a swallowed creature is no longer restrained and can escape from the corpse using 20 feet of movement, exiting prone.
Necrotic Gaze. Ranged Spell Attack: +16 to hit, range 500 ft., one creature. Hit: The target must succeed on a DC 24 Constitution saving throw or take necrotic damage equal to half its hit point maximum (rounded down), or a quarter of its hit point maximum (rounded down) on a success.
Ref: TPKB1 p162-163