Hangman Tree
Overview
One of the oft-unforeseen consequences of small town (in)justice is the creation of the flesh-hungry hangman tree. When a witch, sorcerer, or other spellcaster is hung from a tree, their anger, pain, and fear is so powerful and potent that it imbues the tree with a hateful hunger. In the cacophony of the hangman tree’s awakening, a piercing scream echoes from the tree, splintering the bark with its ferocity. From these new fissures, a slow trickle of crimson sap sluggishly pulses forth. Hangman trees refuse to relinquish the corpse or skeleton of their progenitor, and will grow through and around the body in order to keep it close.Anticoagulant Properties
While hangman trees are incredibly dangerous, their sap has anticoagulant properties. For this reason, it is valuable to healers and doctors, though the trees are so fearsome that most cannot even approach. Therefore, an interested party would pay a high price for a vial of the hangman tree’s sap. However, this also means that the intrepid adventurers who aim to collect this sap need to be careful, as the sap can be absorbed through the skin. Once absorbed, the sap can thin the blood and prevent open wounds from being closed, even by magic.Hangman Tree CR: 5 (1,800 XP)
STR
14 +2
DEX
6 -2
CON
18 +4
INT
6 -2
WIS
11 +0
CHA
6 -2
Blood Splash. When the tree takes damage of any type but psychic, each creature within 5 feet of the tree must make a DC 14 Constitution saving throw or be unable to regain hit points for 1 hour. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tree's Blood Splash for the next 24 hours. False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree. Innate Spellcasting. The tree’s innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no components:
- At will: chill touch, gust
Actions
Multiattack. The tree makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 15 feet, one target. Hit: 2d8 + 2 bludgeoning damage. Horrifying Visage. Each non-undead creature within 60 feet of the tree that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the tree is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the tree’s Horrifying Visage for the next 24 hours.
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