Plaguesap Treants - Page 2 - Myth-Weavers

Plaguesap Treants

Remove fly speed. haha That's a sad harpy.

By the way, our staff artist says he is putting the Plaguesap Treant on his list.

That'll be cool to see. I've only a vague mental picture of what a generic one looks like, so it'll be interesting to see how someone else views them.

Added an errata line for the Cleansing Wine Lair Action in Betula's write-up. If Betula is unable to act, such as through being unconscious, Cleansing Wine will auto-occur at the earliest opportunity. Otherwise having it able to remove conditions such as paralysis and unconsciousness would be pointless.

Am starting work on Carya the Unassailable. Will try to get a write-up in 24-48 hours, when I'm happy-ish with what I've got.

Looking forward to it!


Perhaps the largest and most terrible of the plaguesap treants is Carya the Unassailable, a malevolent colossus apparently impervious to injury. When released into the surface world, Carya chose to travel north-east into Cadocia, heading for the mountains that overlook the Hupik Forest. Choosing the loneliest, most desolate peak she could find, she planted herself there and waited for the inevitable challengers.

Rangers and knights of Cadocia came first, but their arrows and blades stuck harmlessly in her bark. Nahajri, most celebrated sorcerer of the land, bound a lord of the efreeti to his will, but met his end in fire when she rained boulders on him and broke his concentration. Finally, the treants of Hupik assembled and marched on her. For ten days, Carya weathered them, taking their strength into herself as each broke against her.

Since then, for nearly three centuries, Carya has remained rooted and unsought atop her mountain. From time to time, the winds carry her spores down to the forest, corrupting it. The plaguesap treants that sprout are swiftly put down, but though the cause is known, none dare to make the climb up to where Carya awaits. Indeed, it is widely believed that she is sleeping deeply and that is why she does not descend to make things worse.

This self-serving argument is false. Carya is awake and aware, but merely uninterested in the affairs of the lesser creatures. They proved themselves to be no match for her and, with plenty of sunlight and rain to nourish her, Carya has decided there is no need to be concerned with what happens elsewhere. That said, she has many hundreds of years left in which to change her mind and the constant purging of her saplings is slowly beginning to irritate her.



This one was trickier, to say the least. I knew Carya was going to be a particularly tricky one to get right, so I think there's a few changes that need to be made before she is really suitable.

Yeesh, wow! Cool conception although, yes, we're going to have to go at the verbiage with an axe (pun intended) to trim it into dnd5e shape and balance. But I really like it. Again, this seems like the BBEG of an adventure....

Hey chaos, what specifically do you mean by "become a contact transmission vector" for the sap?

Once a person is exposed to the sap, they will start to carry semi-dormant spores, that will then be able to infect other creatures or plants via contact until they reach their intended target of a full tree or treant. They'd become a Typhoid Mary essentially, since they themselves would have no negative side-effects after exposure.

EDIT: Needs a change then in wording. What it should read as is "...and those that lack immunity to the poisoned condition will become affected as if by the Corrupting Spores ability (see below)". THAT ability then needs to reworked to read "A living creature that comes into contact with these spores may become able to infect others with them by touch after two days, unless healed by a Lesser Restoration or similar spell. Noticing the infection..."

The lack of negative effects for the character themselves is why I didn't try to determine a save DC against the effect, although there should probably be one, on reflection. I thought of it more as a sub-condition like "wet" or perhaps "muddy", for anything that was not itself a treant, basically.

What do you think about this version of the Plaguesap Treant?

Plaguesap Treant
Huge plant, chaotic evil

Armor Class 15 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
23 (+6) 10 (+0) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

Damage Resistances bludgeoning
Damage Immunities Poison
Damage Vulnerabilities fire
Senses passive Perception 13
Languages Wild Dark Speech, Old Speech
Challenge 10 (5,900 XP)

Special Traits
Disease Eater: A plaguesap treant is healed by disease and poison. A Contagion spell acts as a Heal spell to a Plaguesap treant. Whenever subjected to poison damage, a Plaguesap treant takes no damage and instead recovers hit points equal to the poison damage dealt.
False Appearance: While the plaguesap treant remains motionless, it is indistinguishable from a normal, albeit blighted, tree.
Siege Monster: The plaguesap treant deals double damage to objects and structures.
Root: Plaguesap treants may root themselves in the soil, becoming immobile but leeching nourishment from the earth. While rooted and conscious, they gain advantage on Constitution saving throws, regain 1 hit point per round, and increase their Armor Class by 4 points. Both rooting and uprooting requires one minute. While rooted, a plaguesap treant may not use its Birth Thorns or Contagious Touch actions.

Multiattack: The plaguesap treant makes two slam attacks.
Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Birth Thorns (1/day): The plaguesap treant can create a Wall of Thorns as if it cast the spell using a 6th level spell slot (save DC 15). It is unaffected by the Wall of Thorns it creates and can pass through it at will.
Contagious Touch (Recharge 6): The plaguesap treant can spread disease with its touch. When it hits a creature that isn't another plaguesap treant with a slam attack, that creature is afflicted by the contagion spell as if the plaguesap treant cast it using a 6th level slot (save DC 15). The disease that it is afflicted with is randomly determined. Creatures with the Plant Type, if the disease they contract lasts 7 days, must succeed at a DC 15 Constitution saving throw at the end of the 7 days or become a Plaguesap treant.

Sap Spray: The Plaguesap treant’s sap is poisonous. When a creature deals it piercing or slashing damage with a melee attack, the Plaguesap treant can choose to allow its sap to spray the creature, which must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.


Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2019, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2019 DragonByte Technologies Ltd.
Last Database Backup 2019-02-18 09:00:08am local time
Myth-Weavers Status