Root of All Evil
Sometimes, a victory in combat against an evil foe will be inexplicably derailed by a blighted, dark root, springing from the earth to spirit the villain away just as the finishing blow has been dealt, leaving behind only a freshly burrowed tunnel entrance that caves in after d6 minutes.
Delving into the tunnel is the only way to catch up to the retreating Root of Evil, providing you move faster then it burrows. When a Root of Evil is defeated, it shrivels to dust, but the tunnel remains. After d20 hours of further descent, daring adventurers will reach a gargantuan cavern where the Root of All Evil pulses and writhes.
The place from which some believe all evil springs is a tangled supermass of dark matter infused with negative energy, reaching out into all material planes, manifesting as the malevolent opposite of Yggdrasil – the nexus of a monstrous, twisting network of roots that traverse the earth, absorbing the evil that should by rights have been cleansed, spawning it back into the world, reinvigorated and reshaped.
Encountering the Root
When an evil creature is reduced to 0 hit points, roll under or equal to its Challenge Rating on a d100 for a Root of Evil to appear, acting immediately. Roll only for creatures whose Challenge Rating is 1 or more.
Root of Evil
Huge plant, neutral evil
- Armor Class 17
- Hit Points 115 (10d12 + 50)
- Speed 30 ft., burrow 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 1 (-5) 18 (+4) 10 (+0)
- Skills Perception +8
- Damage Vulnerabilities radiant
- Damage Resistances cold, bludgeoning, piercing
- Damage Immunities poison, necrotic, psychic
- Condition Immunities all
- Senses darkvision 60 ft.(360)
- Challenge 7 (2,900 XP)
Actions
Grab. Melee Attack:+9 to hit, reach 20ft., one target. Hit: 19 (4d6+5) bludgeoning damage. The target is grappled (Escape DC18). There is no limit to the number of targets grappled simultaneously. Evil creatures take double damage and non-evil creatures must make a DC12 Charisma saving throw. On a failed save, their alignment changes to neutral evil.
Trash (Recharge 5-6). All creatures within 20 feet of the Root of Evil take 35 (10d6) bludgeoning damage, half on a successful DC12 Dexterity saving throw.
Entangling Tendrils. All creatures in a 60 feet radius centered on the Root of Evil are restrained on a failed DC16 Strength saving throw.
Root of All Evil
Gargantuan plant, neutral evil
- Armor Class 20
- Hit Points 243 (18d12 + 126)
- Speed 10 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 25 (+7) 3 (-4) 26 (+8) 18 (+4)
- Saving Throws Str +14 Con +13, Wis +14
- Skills Perception +14
- Damage Vulnerabilities radiant
- Damage Resistances cold, lightning, bludgeoning, piercing
- Damage Immunities poison, necrotic, psychic
- Condition Immunities all
- Senses telepathy 1,200 ft.
- Challenge 15 (13,000 XP)
World of Woe. Creatures that start their turn within 120 feet of the Root of All Evil must make a DC18 Wisdom saving throw. On a failed save, they go insane as per the confusion spell. Non-evil creatures must succeed at an additional DC18 Charisma saving throw or their alignment changes to neutral evil. Success means that the creature is immune.
Lure of Evil. Evil creatures within 120 feet are drawn towards the Root of All Evil at the rate of 30 feet per round.
Regeneration. The Root of All Evil regains 20 hit points at the start of its turn. If it is reduced to 0 hit points, its regeneration kicks in on a 5 or 6 on a d6, roll every round. Evil cannot be killed, only defeated.
Actions
Multiattack. The Root of All Evil makes four grab attacks and one absorb attack.
Grab. Melee Attack: +14 to hit, reach 120ft., one target. Hit: 29 (6d6+8) bludgeoning damage. The target is grappled (Escape DC22). Evil creatures take double damage.
Absorb. Melee Attack: +12 to hit, reach 5ft., 16 targets. Hit: 55 (10d10) necrotic damage. The target is grappled and restrained (Escape DC22). Restrained creatures take damage automatically until the Root of All Evil is reduced to 0 hit points.
Legendary Actions
The Root of All Evil can take 3 legendary actions, choosing from the options below.
Spasm. The Root of All Evil makes one grab attack. Spawn. (costs two actions) One CR d12 evil creature appears up to 100 feet away and acts immediately. Sprout. (costs three actions) One Root of Evil appears and acts immediately.