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. \pagebreakNum ___ > ## 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. \columnbreak ___ > ## 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.