Doppelganger Plant (5e Creature)

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Doppelganger Plant[edit]

Huge plant, chaotic evil


Armor Class 16 (natural armour)
Hit Points 127 (15d12 + 30)
Speed 0 ft.


STR DEX CON INT WIS CHA
9 (-1) 6 (-2) 15 (+2) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Wis +4
Skills Deception +7
Proficiency Bonus +3
Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 11
Languages Common
Challenge 7 (2,900 XP)


Pods. The doppelganger plant has 10 (3d6) pods, each of which can hold the life essence of a single humanoid creature. Pods can be targeted (AC 10; 10 hit points). Damage dealt to a pod is subtracted from the plant's total hit points. When a pod is destroyed, any soul that is stored inside is returned to its body.

Mind Link. The podlings of a doppelganger plant are extensions of itself, and it can communicate with its podlings over any distance. The plant sense what each of its podlings sees and has access to the knowledge and memories of the podlings. The doppelganger plant is proficient in any skill a podling is proficient in and can make Wisdom (Perception) checks through its podlings.

ACTIONS

Direct Podlings. The doppelganger plant commands up to three podlings to take an action.

Mind Bondage. The doppelganger plant targets one sleeping or unconscious creature that it is aware of within 1 mile of it. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the doppelganger plant. The charmed target is under the control of the plant and can't take reactions. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. The doppelganger plant must maintain concentration while using Mind Bondage (as if concentrating on a spell). A target that makes a successful saving throw against Mind Bondage is immune to further attempts for 24 hours. After 1 hour, the doppelganger plant tries to draw the essence of a charmed creature into one of its pods. The charmed creature makes an Intelligence check contested by the doppelganger plant's Intelligence check. If the doppelganger plant wins, it traps the soul and no longer needs to maintain concentration, and the creature becomes a podling. If the charmed creature wins, the doppelganger plant must wait an hour before trying to absorb its soul.

Disorient (Recharge 5-6). The doppelganger plant mentally attacks the minds of nearby creatures. Each creature within 15 feet of the doppelganger plant that is not a podling must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.


doppelganger.jpg

The origins of this horrific plant are utterly unknown, as is much important information about it, but sightings of falling stars often predate its appearance. A doppelganger plant appears as a thick tangle of vines with numerous pods hidden in the thicket. These pods are the source of the wicked creature’s intelligence. They also serve as its main form of self defense as they are able to dominate the minds of others and make them serve the plant's will.
The doppelganger plant cannot communicate with those it does not control, but is able to instantly exchange information and instructions with those it has taken over. In this manner, the doppelganger plant knows and experiences all that its minions do and see.
The doppleganger plant apparently feeds upon its podlings and thus is constantly seeking new ones to enslave. Because there is no range restriction on the plant's power to control its minions, it will often send them abroad in an effort to lure more victims into its grasp. It is not unknown for whole towns to fall beneath the shroud of evil spread by a single one of these creatures.

The Podlings. Creatures whose souls are trapped in a pod of a doppelganger plant become podlings. The doppelganger plant assumes control of their bodies, impersonating them. A doppelganger plant can have as many podlings as it has pods, and easily control all during routine actions. Controlling multiple podlings during periods of stress, such as when its body is engaged in combat or endangered, is more difficult. A podling retains its original stat block but uses the doppelganger's Intelligence, Wisdom, and Charisma scores. Player characters that become a podling typically retain all class abilities and racial powers. The doppelganger plant sustains itself with the essence of a podling. At the end of each short or long rest, the creature's hit point maximum is reduced by 3 (1d6), as the doppelganger plant hollows them out from the inside out. Creatures reduced to 0 hit points by this effect are reduced to empty husks and slain.

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