Rotting Root Lord (5e Creature)
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Rotting Root Lord
Huge plant, lawful evil
Saving Throws Str +9, Con +9, Cha +1
Acid Absorption. Whenever the lord is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Brute. A melee weapon deals one extra die of its damage when the lord hits with it.
Magic Weapons. The lord's weapon attacks are magical.
Siege Monster. The lord deals double damage to objects and structures.
Multiattack. The lord makes three slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Rot. All creatures within 20 ft. of the lord must attempt a DC 17 Dexterity saving throw. On a failed save, the target takes 28 (8d6) necrotic damage. If this damage reduces the target to 0 hit points, it rots to nothing.
A rotted creature and everything it is wearing and carrying, except magic and metal items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
Dark warbeasts closely tied to the elemental plane of earth, rotting root lords exist to destroy. They do not eat, do not sleep, and do not breath. Rather, all nutrition is gained by draining the very essence of life from their surroundings, the act of which granted them their feared title. This nutrition does not equate to overall physical health, however. They can be reasoned with, offering a large number of lives of those in place of one's own, a tactic often used to destroy camps of opposing forces, though doing so is easier said than done. The path of a rotting root lord can be easily found, leaving a forty-foot wide column of bone-dry plant life in its wake. Spending an extended period of time around a rotting root lord, even an inactive one, can lead to a variety of health complications including the necrosis of multiple organs and patches of bone and skin. When outside of "foraging season", many rotting root lords find safety in forested caves, preferring those in lush rainforests. These lairs are often confused for ooze lairs, being almost spotless.