Lynchwood

What is most fascinating to me about the common lynchwood is the unique shape of each’s values. Depending on the individual who became the lynchwood, and the values and beliefs held by the individual in life, any given lynchwood might be predisposed to attack thieves, killers, or even adulterers above all else. Whatever they perceived as the greatest sin they seek to punish in others, for all must abide by their code of conduct and ethics. Tragically, it is usually failing to abide by that code that resulted in the lynchwood’s creation. In death the spirit holds itself and others to a standard it could never maintain.


LYNCHWOOD

Titanic plant, lawful evil


Armor Class 19 (natural armor)
Hit Points Special
Speed Special

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 25 (+7) 5 (-3) 16 (+3) 1 (-5)

Saving Throws Str +11, Con +12, Wis +8
Skills Nature +7, Perception +13
Damage Resistances fire, lightning; bludgeoning, piercing
Senses darkvision 120 ft., Sense Guilt (see traits) 300 ft., passive Perception 23
Languages Druidic, Sylvan
Challenge 13 (10,000 XP)


TRAITS

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

Sense Guilt. The lynchwood can sense the presence of creatures within 300 feet 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 lynchwood, and the lynchwood can always perceive said creatures even if they are invisible or magically concealed.

Titanic Creature. The lynchwood is a Titanic creature encompassing a 25-foot-by-25-foot space and standing 60 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 lynchwood if the area is large enough. Each section has its own hit points and actions but shares the lynchwood’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 lynchwood is slain, which causes all sections to die along with the lynchwood. If a section has a speed, the lynchwood can move up to that section’s speed during its turn. Creatures can enter and occupy the same space as the lynchwood, which is considered difficult terrain, and the lynchwood cannot make opportunity attacks. Additionally, the lynchwood is immune to effects that would forcibly move, banish, or magically teleport it or any of its parts.

Unstoppable. The lynchwood 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 lynchwood or deals 50 bludgeoning damage to objects the lynchwood’s size or larger.


LYNCHWOOD - BRANCHES

Hit Points 140 (8d20 + 56)
Initiative Count 15


TRAITS

Hanging Snares. The lynchwood’s branches twist and contort into noose-like shapes. The lynchwood has six nooses, each of which has AC 15 and 25 hit points. Destroying a noose frees any creature grappled by it. At the start of each of the branches’ turns, the lynchwood regrows two nooses, up to its maximum of six.

Position. The branches of the lynchwood are at least 40 feet above the space it occupies. The section is a cube approximately 25 feet wide, 25 feet long, and 20 feet tall.


ACTIONS

Multiattack. The lynchwood makes one Ensnare attack for each noose it has that is not grappling a creature, no two of which can share the same target.

Ensnare. Melee Weapon Attack: +11 to hit, reach 20 ft., one creature. Hit: 20 (4d6 + 6) bludgeoning damage and the target is pulled up to 20 feet to a space within 5 feet of the lynchwood, lifted 30 feet in the air, and grappled (escape DC 19). While grappled in this way the target is unable to speak or breathe. At the start of each of its turns, a grappled creature must succeed on a DC 19 Strength saving throw or lose 14 (4d6) 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.


LYNCHWOOD - ROOTS

Hit Points 157 (9d20 + 63)
Initiative Count 5
Speed 20 ft.


TRAITS

Position. The roots of the lynchwood are directly below the space it occupies. The section is a cube approximately 25 feet wide, 25 feet long, and 5 feet tall.


ACTIONS

Multiattack. The lynchwood uses Stomp if available, then makes one Grasping Root attack.

Grasping Root. Melee Weapon Attack: +11 to hit, reach 50 ft., one target on the ground. Hit: 20 (4d6 + 6) bludgeoning damage and the target is pulled to an unoccupied space within 10 feet of the lynchwood.

Stomp (Recharge 4–6). The lynchwood slams its bulk into the ground, projecting a magical shockwave in a 60-foot radius along the ground. All creatures other than the lynchwood in the area must succeed on a DC 19 Dexterity saving throw or take 33 (6d10) thunder damage and fall prone. A successful saving throw halves the damage and prevents a creature from falling prone.


LYNCHWOOD - CORE

Hit Points 210 (12d20 + 84)
Initiative Count 10
Speed 20 ft.


TRAITS

Position. The core of the lynchwood is at least 5 feet above the space it occupies. The section is a cube approximately 25 feet wide, 25 feet long, and 35 feet tall.

Shielded by Nature. While the lynchwood’s branches have at least one hit point, attacks against its core have disadvantage.

Unified Being. At the start of each of the core’s turns it can choose to lose up to 50 hit points and cause another of its sections to gain an equal number of hit points.

Vulnerability. When the core is reduced to 0 hit points, the lynchwood is slain.


ACTIONS

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

Brutalize. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage and the target is knocked prone.

Gouge. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target must succeed on a DC 20 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 lynchwood emits a mournful wail in a 60-foot radius. Enemy creatures in the area that can hear the lynchwood must succeed on a DC 20 Wisdom saving throw or be incapacitated 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 p155-156