Elder Strangler

The oldest and most enduring of the lynchwoods I have dubbed ‘elders’ in recognition that persistence brings power to the spirit within the bark. The longer such a creature remains in this world, stuck and unable to move on, the more concentrated its necrotic energies become. The bodies of the strangler’s victims writhe with undeath, animating as zombies even as they dangle from the tree’s ensnaring branches. I have been searching for ways to peaceably pacify the stranglers but have not yet discovered any methods of repute. Ever the optimist, Shana Troublefoot suggested I “get a whole bunch of life magic and blow the ghost right out of the leaves!” She also made some highly descriptive sound effects that I won’t attempt to transcribe.


ELDER STRANGLER

Titanic plant, chaotic evil


Armor Class 23 (natural armor)
Hit Points Special
Speed Special

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 26 (+8) 5 (-3) 20 (+5) 1 (-5)

Saving Throws Str +15, Con +14, Wis +11
Skills Insight +17, Nature +9, Perception +17
Damage Resistances fire, lightning; bludgeoning, piercing
Senses darkvision 300 ft., Sense Guilt (see traits) 1 mile, passive Perception 27
Languages Druidic, Sylvan
Challenge 18 (20,000 XP)


TRAITS

Horrifying Awakening. When the strangler enters combat, all creatures within 120 feet that can see it must succeed on a DC 22 Wisdom saving throw or be frightened of the strangler for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Perfect Camouflage. While motionless, the strangler is indistinguishable from a tree, albeit one that is misshapen and disturbing in appearance.

Sense Guilt. The strangler can sense the presence of creatures within 1 mile 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 strangler, and the strangler can always perceive said creatures even if they are invisible or magically concealed.

Titanic Creature. The strangler is a titanic creature encompassing a 30-foot-by-30-foot space and standing 80 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 strangler if the area is large enough. Each section has its own hit points and actions but shares the strangler’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 strangler is slain, which causes all sections to die along with the strangler. If a section has a speed, the strangler can move up to that section’s speed during its turn. Creatures can enter and occupy the same space as the strangler, which is considered difficult terrain, and the strangler cannot make opportunity attacks. Additionally, the strangler is immune to effects that would forcibly move, banish, or magically teleport it.

Unstoppable. The strangler can move through nonmagical obstacles made of stone, wood, earth, or metal as though they were difficult terrain. Doing so destroys any object smaller than the strangler or deals 100 bludgeoning damage to objects of the strangler’s size or larger.


ELDER STRANGLER - BRANCHES

Hit Points 203 (11d20 + 88)
Initiative Count 20


TRAITS

Eternal Vengeance. A creature killed while grappled by the strangler’s snares is immediately animated as a zombified corpse. See the Flailing Corpses section for details.

Hanging Snares. The strangler’s branches twist and contort into noose-like shapes. The strangler has twelve nooses, six of which start with animated zombies (see the Flailing Corpses section for details). Each noose has AC 18 and 40 hit points. Destroying a noose frees any creature grappled by it. At the start of each of the branches’ turns, the strangler regrows three nooses, up to its maximum.

Position. The branches of the strangler are at least 50 feet above the space it occupies. The section is a cube approximately 30 feet wide, 30 feet long, and 30 feet tall.


ACTIONS

Multiattack. The strangler make one Ensnare attack for each noose that is not grappling a creature or holding a zombie (see the Failing Zombies section), no two of which can be against the same creature.

Ensnare. Melee Weapon Attack: +15 to hit, reach 20 ft., one creature. Hit: 23 (4d6 + 9) bludgeoning damage and the target is pulled up to 20 feet to a space within 5 feet of the strangler, lifted 40 feet in the air, and grappled (escape DC 22). While grappled in this way, the target is unable to breath or speak. At the start of each of its turns, the creature must succeed on a DC 22 Strength saving throw or lose 21 (6d6) 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, but still can’t speak.


ELDER STRANGLER - FLAILING CORPSES

Hit Points special (see Zombified Victims)
Initiative Count 15


TRAITS

Position. The strangler’s flailing corpses share the same space as its core and branches sections.

Zombified Victims. The corpses of those already killed by the strangler are animated as flailing zombies. Each of these corpses has AC 12 and 40 hit points. The strangler starts with six corpses and can hold up to twelve. When this section has no corpses remaining, it becomes incapacitated.


ACTIONS

Multiattack. The strangler makes one Claw attack for each zombie with more than 0 hit points currently hanging from its branches, then it uses Fling Zombie, if able.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature grappled by the strangler. Hit: 14 (4d6) necrotic damage.

Fling Zombie. The strangler can only take this action if it has at least one zombie with 1 or more hit points. The strangler launches a zombie at a point it can see within 60 feet. The zombie detonates on impact in a cloud of filth and pestilence in a 15-foot-radius sphere centered on the point. All living creatures in the area must attempt a DC 22 Constitution saving throw, taking 22 (5d8) necrotic damage plus 22 (5d8) poison damage on a failed saving throw, or half as much on a success.


ELDER STRANGLER - ROOTS

Hit Points 185 (10d20 + 80)
Initiative Count 5
Speed 30 ft.


TRAITS

Position. The roots of the strangler are directly below the space it occupies. The section is a cube approximately 30 feet wide, 30 feet long, and 10 feet tall.


ACTIONS

Multiattack. The strangler uses Stomp if available, then makes one Grasping Roots attack.

Grasping Roots. Melee Weapon Attack: +15 to hit, reach 80 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage and the target is pulled to another unoccupied space within 10 feet of the strangler.

Stomp (Recharge 5–6). The strangler slams its bulk into the ground, projecting a magical shockwave in a 60-foot radius along the ground. All creatures other than the strangler in the area must succeed on a DC 22 Dexterity saving throw or take 44 (8d10) thunder damage and fall prone. A successful saving throw halves the damage and prevents a creature from falling prone.


ELDER STRANGLER - CORE

Hit Points 333 (18d20 + 144)
Initiative Count 10
Speed 20 ft.


TRAITS

Position. The core of the strangler is at least 10 feet above the space it occupies. The section is a cube approximately 30 feet wide, 30 feet long, and 40 feet tall.

Shielded by Nature. While the strangler’s branches are active, attacks against the core have disadvantage.

Unified Being. At the start of each of the core’s turns it can choose to lose up to 100 hit points and transfer them to its other sections. The branches and the roots can each regain hit points, with the strangler dividing the total lost by the core among these sections.


ACTIONS

Multiattack. The strangler uses Paralyzing Doubt if available, then makes one Gouge attack and one Brutalize attack.

Brutalize. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage and the target is knocked prone.

Gouge. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) piercing damage and the target must succeed on a DC 22 Constitution saving throw or be wracked with physical pain at the end of its turn. While under this effect the target has disadvantage on all attack rolls, ability checks, and saving throws.

Paralyzing Doubt (Recharge 5–6). The strangler emits a mournful wail in a 120-foot radius. Enemy creatures in the area that can hear the strangler must succeed on a DC 22 Wisdom saving throw or be stunned for 1 minute. At the end of each of its turns an affected creature can repeat the saving throw, ending the effect on a success.


Ref: TPKB1 p158-160