Yggcasil (5e Creature)

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Gargantuan plant, lawful good

Armor Class 22 (natural armor)
Hit Points 429 (22d20 + 198)
Speed 30 ft.

25 (+7) 7 (-2) 29 (+9) 15 (+2) 17 (+3) 13 (+1)

Saving Throws Str +13, Con +15, Wis +9
Skills Animal Handling +9, Athletics +13, Intimidation +7, Nature +8, Perception +9, Survival +9
Proficiency Bonus +6
Damage Resistances force, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan, Terran
Challenge 17 (18,000 XP)

Innate Spellcasting. The yggcasil's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:

At will: erupting earth, freedom of movement (self only), plant growth
3/day each: commune with nature, mass cure wounds (centered inside its habitable area)
1/day each: earthquake, wall of thorns, wrath of nature

Constructed Armor. If an effect would be applied to the yggcasil from a source outside its living shelter, the yggcasil can choose to change its creature type to construct in regards to that effect.

Living Shelter The yggcasil's body contains a habitable area consisting of two 25-foot diameter, 15-foot tall cylinders connected by a ladder. The central space of both cylinders is occupied by the thick wooden trunk of the yggcasil, which has an AC of 18 and is vulnerable to fire damage. If the yggcasil chooses, it may open a part of its body to allow one or more creatures inside the lower cylinder, then close up again. A creature can enter the upper cylinder by flying or making a DC 20 Strength (Athletics) check to climb the yggcasil's body.
While in the lower cylinder, a creature has total cover against all effects originating from outside the yggcasil, and while in the upper cylinder, a creature has three-quarters cover to creatures on the ground and can make ranged attacks on creatures outside the habitable area. The yggcasil is aware of everything occurring inside the habitable area as though using tremorsense.
If the yggcasil falls prone, it is instead forced to sit down heavily, but remains upright, and all creatures inside the yggcasil's habitable area must succeed on a DC 13 Dexterity} saving throw or be knocked prone as well. The yggcasil must spend half its movement as normal to stand up again.

Siege Monster. The yggcasil deals double damage to objects and structures.


Multiattack. The yggcasil makes two slam attacks and a vine attack. Alternatively, the yggcasil can trade a slam attack for a spell.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., up to two targets within five feet of each other. Hit: 25 (4d8 + 7) bludgeoning damage.

Vine. Melee Weapon Attack: +11 to hit, reach 25 ft., up to three targets. Hit: 21 (4d6 + 7) slashing damage and the target is grappled (Escape DC 21). During this grapple, a Large or smaller target is held 10 to 20 feet above the ground at the distance it was grappled, and moves with the yggcasil, suspended by its vines. A creature that is of Huge or larger size must be hit twice to be grappled, and can only be lifted or moved by the yggcasil if the yggcasil succeeds on a Strength (Athletics) check with a DC equal to the target's CR or level.

Set Roots. The yggcasil buries its root-like arms and legs to take in nutrients and heal. The first time the yggcasil does this in a day, it immediately gains the benefits of a short rest, but cannot move, benefit from its freedom of movement spell, cast spells with somatic components, or make slam attacks until it takes an action to uproot itself. If an yggcasil completes a long or short rest while rooted in this manner, it gains temporary hit points until its next rest, the number of which is 11 (2d10) if the rest was short or 33 (3d20) if the rest was long.


Harbor. The yggcasil immediately moves up to three adjacent allies that are Large or smaller and below half their maximum hit points into the lower cylinder of its habitable area. This movement does not provoke any opportunity attacks.


The yggcasil can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The yggcasil regains spent legendary actions at the start of its turn.

Attack. The yggcasil makes two slam attacks or one vine attack.
Command. The yggcasil speaks with a powerful voice. One of the yggcasil's allies that it can see and be understood by can immediately make an attack on a target within range or move up to half its movement speed. Alternatively, one of the yggcasil's enemies must succeed on a DC 17 Charisma saving throw or be frightened of the yggcasil until the end of the yggcasil's next turn.

Though it resembles a round fortress with a tree in the center, this noble monster is quite mobile for its bulk. Named for both the world tree and the forts they tend to resemble, an yggcasil is born when a tree comes to life via druidic magic, and realizing its own weakness, uproots itself to gather power. With a large chunk of earth around the bottom of its trunk, an yggcasil uses its roots as arms and legs to seek out large stones, and attaches them to its trunk to armor itself until eventually, it comes to resemble its final form, a small round castle, with arms and legs underneath made of thick, intertwined roots, and a leafy tree-like head emerging from the top with a pair of eyes on its trunk.

A Tiny Kingdom. An yggcasil's other notable trait is its desire to be inhabited. When an yggcasil has completed its rocky armor, it will offer to serve as a home to smaller monsters in exchange for their assistance in battle. From packs of large beasts, to swarms of insects or vermin, to bands of goblins, kobolds, or other tribal monsters, an yggcasil never fights alone unless it is very young or something tragic has befallen it.

Earthen Castle. Each yggcasil tends to have a deep bond to the stone and earth that protects their living wooden bodies, and as such, both bears respect for the elemental plane of earth, and commands some power over materials akin to those that make up their armor. When two yggcasil meet, they will commune with each other in Terran, and talk mostly about the differences in the architecture of their castle-like armors, leading to mixtures of each other's ideas surfacing in an yggcasil's armor later on.

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