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### The Death's Head Tree A Death's Head Tree is a species of Dread Plant. Its seeds germinate on soil where copious amounts of blood have been spilled. Battlefields and temples where sacrifice of living creatures were performed are fertile soil for the Death's Head Tree. On average, it takes around fifty-five years for a Death's Head tree to germinate and grow into a size where it can bear its fruit, the eponymous Death's Heads. Each of these appears to be a severed head of any of the standard human and demi human races, except for the fact that each head grows from a branch of the tree and is attached to the branch at the neck. The tree, is immune to fire and fire-based magic which will create a nasty surprise to those who first encounter it. In time, these heads ripen and “fall” from the tree, actually floating away on organic gases, seeking the bodies of warm-blooded creatures in which to plant their seeds. The tree can move its branches to attack and defend, and in this effect it can use its Deaths Head fruit to attack, by biting. These bites are capable of inserting seeds of the Death's Head Tree into the flesh of the victim, which if left untreated will quickly germinate into another Death's Head Tree in hours, and killing the host.
___ ___ > ## Death's Head Tree >*Huge Plant, Neutral Evil* > ___ > - **Armor Class** 11 (natural armour) > - **Hit Points** 105 (10d12 + 40)(50/105/160) > - **Speed** 0ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|1 (-5)|18 (+4)|4 (-3)|6 (-2)|3 (-4)| >___ > - **Proficiency** +3 > - **Saving throws** Strength +6, Constitution +7, Wisdom +1 > - **Damage Resistance** bludgeoning, piercing, and slashing from nonmagical weapons, necrotic > - **Damage Immunities** Fire, Poison > - **Condition Immunities** Blinded, Deafened, Exhausted, Frightened, Grappled, Paralysed, Poisoned, Prone, Unconscious > - **Senses** Tremor sense 60 ft., Passive Perception 8 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ > ***False Appearance.*** While the Death's Head Tree remains motionless, it is indistinguishable from a normal tree. > > ***Mimicry.*** The Death's Heads can mimic simple sounds they have heard, such as a person yelling for help, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. > > ***Death's Heads*** The Death's Head Tree possesses 7 (3d4) eponymous Death's Heads. These heads are unquestionably humanoid, with functioning eyes, ears, noses, and a head of hair (Adopting the features of the humanoids who's blood fed the tree). > > ### Actions > ***Multiattack.*** The Death's Head Tree makes as many bite or slam attacks as it has Death's Heads, in any combination. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 20 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. If the target is a creature, the head inserts it's seed into the target and it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. For every 24 hours that elapses, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. A new Death's Head sapling sprouts from the corpse capable of producing a single Death's Head fruit within 24 hours. > > ***Slam.*** *Melee Weapon Attack:* +6 to hit, reach 20 ft., one target. *Hit:* 12 (2d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. > > ### Bonus Actions > ***Bear children.*** As an bonus action, on its turn the Death's Head Tree can drop one of its fully ripened fruit. The dropped fruit become **Death's Head** and rolls its own initiative. \pagebreak While most carnivorous plant life is largely anchored to a single spot, the fruit of the death’s head tree becomes fully mobile, once it has ripened and broken from the branch. Detached Death's Heads are now considered undead creatures. Although the fruit of a death’s head tree has the appearance of a waxy, slack-jawed corpse, a head is not considered undead as long as it is still attached to the tree. Only when it has fully matured and broken from the tree does it assume the characteristics of undead. At this point it can be turned as a zombie. Once fallen from the tree, the head is also vulnerable to fire, but it retains its magic resistance. Buoyed by gases produced by their own rot, the fallen heads actually float off, seeking a creature in which to plant their seeds. Once a potential victim is located, the head bites until it injects its seed. Once its seed is exhausted, it continues to attack by biting for 1d4 rounds, at which point it falls to the ground, dead. The seeds continue to spread until one finds a suitable blood-soaked location to grow a new Death Head Tree. > ##### Death's Head Tree Profile > **Role:** Standard / Ambusher
> **Motive:**
> **Environment** Forest, Hills, Swamp
> **Frequency:** Rare
> **Organization:** Solitary
> **Activity Cycle:** Always
> **Diet:** Carnivore
> **Moral:** 19-20 Fearless
> **Description:**
> **Combat:**
> **Interaction:**
> **Loot:** 3d6 (10) 50 gp gems and roll 1d4 times on Magic Item Table B
[Mistipedia / Fraternity of Shadows](http://www.fraternityofshadows.com/wiki/Category:Death%27s_Head_Tree) http://www.fraternityofshadows.com/wiki/Category: Death%27s_Head_Tree [The Creature Codex](https://thecreaturecodex.tumblr.com/post/659784074997661696/deaths-head-tree) https://thecreaturecodex.tumblr.com/post/ 659784074997661696/deaths-head-tree [Mojobob](http://www.mojobob.com/roleplay/monstrousmanual/d/deaheatr.html) http://www.mojobob.com/roleplay/monstrousmanual/d/ deaheatr.html ___ > ## Death's Head >*Tiny Undead, Neutral Evil* > ___ > - **Armor Class** 12 > - **Hit Points** 18 (4d6 + 4)(8/18/28) > - **Speed** 0 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|15 (+2)|12 (+1)|4 (-3)|6 (-2)|3 (-4)| >___ > - **Proficiency** +2 > - **Saving throws** Wisdom +0 > - **Damage Resistance** bludgeoning, piercing, and slashing from nonmagical weapons, necrotic > - **Damage Immunities** Poison > - **Damage Vulnerabilities** Fire > - **Condition Immunities** Exhausted, Frightened, Poisoned, Prone, Unconscious > - **Senses** Passive Perception 8 > - **Languages** - > - **Challenge** 1/2 (100 XP) >___ > ***Mimicry.*** The Death's Heads can mimic simple sounds they have heard, such as a person yelling for help, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. > >***Death's Heads*** These heads are unquestionably humanoid, with functioning eyes, ears, noses, and a head of hair (Adopting the features of the humanoids who's blood fed the tree). > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. If the target is a creature, the head inserts it's seed into the target and it must succeed on a DC 11 Constitution saving throw against disease or become poisoned until the disease is cured. For every 24 hours that elapses, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. A new Death's Head sapling sprouts from the corpse capable of producing a single Death's Head fruit within 24 hours.