Plant (Legendary)

Creature's Base Stats

Health: 390

Armor: 24

Saving Throw & Skill Check Modifier: 6

Attack To Hit: 3

Attack Damage: 3d12 + 47

Attacks Per Round:  1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)

Spellsave DC: 16

Maneuvers

(P) The plant regains 72 hit points at the start of its turn if it is in sunlight.

(P) The plant's body is covered in thorns, dealing 21 nature damage to any creature that touches it or hits it with 3 melee attack.

(P) Any creature that starts its turn within 5 feet of the plant must succeed on a Fortitude saving throw or be stunned, poisoned, or charmed.

(P): The plant's tough bark or vines grant it a +11 bonus to AC.

(P): The plant's melee attacks deal 53 additional Earth damage.

(BA): The plant can use a bonus action to make a ranged attack with its vines, dealing 53 Nature damage and forcing the target to make a Reflex saving throw or be pulled 10 feet closer.

(BA) The plant can use a bonus action to increase its size, gaining +"&Sheet4!N2&" on Strength checks and saving throws until the end of its next turn.

(A): The plant can use its action to force all creatures within 10 feet to make a Reflex saving throw or take 53 and be restrained by roots and vines.

(A): The plant can use its action to release a cloud of spores in a 20-foot radius. Each creature in the area must make a Fortitude saving throw or be poisoned taking 72 poison damage.

(A): The plant can use its action to cause thorns to burst from its body, dealing 72 Nature damage to all creatures within 5 feet.

(BA): The plant can use its action to release pollen that heals all plant creatures within 30 feet for 53 hit points.

(R) When the plant is hit by 3 melee attack, it can use its reaction to make 3 melee attack against the attacker with its vines.

Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.


Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.


Minions - 1 Maneuver

Bruiser - 2 Maneuver

Legendary - 3 Maneuver



In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.


Minions - 30 Range

Bruiser - 120 Range

Legendary - 240 Range


Legendary Monsters have 3 unique abilities that make them legendary.

Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.

Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.

Legendary Movement - They are immune to crowd control.

Average:

Average length 3-4 rounds

Choose 1.


  • 8 minions
  • 5 minions + 1 bruiser
  • 2 minions + 2 bruisers
  • 1 legendary + 2 minions

Challenging:

Average length 3-5 rounds

Choose 1.


  • Four bruisers
  • Two legendaries
  • One legendary and two bruisers
  • One legendary, one bruiser, and three minions
  • One legendary and six minions
  • Three bruisers and three minions
  • Two bruisers and six minions
  • One bruiser and nine minions

Epic:

Average length 3-4 rounds

Choose 1.


  • 1 Legendary + 10 Minions
  • 2 Legendaries + 4 Minions
  • 1 Legendary + 3 Bruisers + 1 Minion
  • 1 Legendary + 2 Bruisers + 4 Minions
  • 1 Legendary + 1 Bruiser + 7 Minions
  • 4 Bruisers + 4 Minions
  • 3 Bruisers + 7 Minions
  • 2 Bruisers + 10 Minions

These fights will all keep the battles engaging for players without dragging on. ๏ปฟ

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