Blood-Awakened Tree

Level 5
Creature· plantLargeRemaster
AC
22
HP
100
Speed
20 ft.
Perception
+13
Fort
+16
Ref
+9
Will
+13
Resistances bludgeoning 5, piercing 5
Weaknesses axe-vulnerability 5, fire 10
Languages arboreal
Senses low-light-vision
Skills athletics +14, stealth +9
Recall Knowledge DC 20 (nature)

Attacks

Melee Branch +16 (reach 15 ft.), Damage 1d6 bleed plus 2d8+6 bludgeoning
Melee Root +16 (trip, versatile-p), Damage 2d6+6 bludgeoning

Abilities

Drink Blood

Requirements The blood-awakened tree's last action was a successful root Strike against a target currently taking persistent bleed damage.


Effect The tree drives its roots into the target's open wounds and drinks their blood. The roots Strike deals piercing damage with an additional 2d6 piercing, and the tree recovers hit points equal to half the additional damage dealt.

Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like.


Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.