Monster Dossier
Corpseroot
Corpseroot is a fantasy monster entry from source BotD.
Traits
nehugeundead
Rules & statistics
Monster Profile
Perception
18
Senses
- Name
- darkvision
Languages
Skills
- Athletics
- 24
- Stealth
- 18
Ability Mods
- Str
- 7
- Dex
- 3
- Con
- 5
- Int
- -2
- Wis
- 3
- Cha
- 2
Defenses
- Ac
- 30
- Saving Throws
- Fort
- 24
- Ref
- 18
- Will
- 18
- Hp
- Hp
- 225
- Abilities
- negative healing
- Immunities
- death effects
- disease
- paralyzed
- poison
- unconscious
- Weaknesses
- Name
- axe vulnerability
- Name
- fire
- Amount
- 10
- Resistances
- Name
- bludgeoning
- Amount
- 10
- Name
- piercing
- Amount
- 10
Speed
- Walk
- 20
Attacks
- Range
- Melee
- Traits
- reach
- Name
- branch
- Attack
- 24
- Damage
- 3d12+10 bludgeoning
- Range
- Melee
- Traits
- agile
- reach
- trip
- Name
- root
- Attack
- 24
- Damage
- 3d8+10 bludgeoning plus
- Range
- Ranged
- Traits
- range increment
- splash
- Name
- rotten fruit
- Attack
- 20
- Damage
- 3d4+7 bludgeoning plus 2d6 poison splash damage
Abilities
- Top
- Name
- Plant
- Entries
- When it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a 36 Perception check (40 in forests) to detect the corpseroot's true nature.
- Mid
- Name
- Axe Vulnerability
- Entries
- The corpseroot takes 10 additional damage from axes.
- Name
- Blight
- Traits
- aura
- necromancy
- poison
- primal
- Entries
- 30 feet. A plant entering or starting its turn in the corpseroot's aura begins to wither and must succeed at a 27 Fortitude save or become sickened||sickened 2 (sickened||sickened 4 on a critical failure). A plant that succeeds is temporarily immune for 1 minute.
- A plant that stays in the aura for 7 consecutive days must succeed at a 27 Fortitude save or die. If the plant was a creature or tree, it rises as a corpseroot. The newly risen corpseroot can't create more corpseroots but has all other corpseroot abilities. Plants that are neither magical nor creatures automatically fail saves against blight.
- Bot
- Name
- Grab
- Traits
- page 212
- Name
- Take Root
- Activity
- Number
- 1
- Unit
- action
- Traits
- necromancy
- primal
- Frequency
- Number
- 1
- Unit
- round
- Requirements
- The corpseroot has a creature grabbed or restrained
- Entries
- The corpseroot buries its roots into the creature, dealing 1d6+11 piercing damage and draining the target's life force (30 basic Fortitude save). On a failure, the creature is drained||drained 1 (or increases the value by 1 if already drained), and the corpseroot regains 10 HP. If this would make a creature drained||drained 5, the creature dies.
Background
Lore
No lore provided.