The Witherlorn - AI-generated fantasy Monster

The Witherlorn

Old hunters tell of an 'antlered rot' that lured men into the woods. Priests mark its name as an abomination, and witches offer pacts to bind its hunger. Druidic circles call it the Witherlorn and say it is the forest's memory of cruelty made monstrous.

HugeElemental(Elemental)CR 18Chaotic Evil

The Witherlorn

LovecraftianForestControlElementalCorruption
HP168AC17SPD30 ft., Climb 20 ft., Burrow 10 ft.CR18 (see designer note: scaled for a hard encounter with a level 6 party)PerceptionStealthIntimidation
STR
20
save
DEX
12
CON
18
save
INT
10
WIS
16
save
CHA
14
Corrosive Grapple. Creatures that start their turn grappled by the Witherlorn take necrotic damage and have disadvantage on Strength and Dexterity checks until they break free.
Forest Corruption. Any plant creature or plant within 120 feet that fails a Wisdom saving throw becomes corrupted. Corrupted plants become hostile and take instructions from the Witherlorn for 24 hours. This effect can be ended by a Remove Curse or comparable magic.
Hardened Malice. The Witherlorn cannot be charmed or frightened by nonmagical means and is immune to poison damage.
Multiattack. The Witherlorn makes two Tentacle strikes and one Antler Gore.
Tentacle. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: bludgeoning damage plus necrotic damage. If the target is a Large creature or smaller, it is grappled (escape ). Until this grapple ends the target is restrained and the Witherlorn cannot use that tentacle on another target.
Antler Gore. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: piercing damage. If the target is grappled by the Witherlorn, the target takes an additional necrotic damage and must succeed on a Wisdom saving throw or be stunned until the end of its next turn as corrosive malice floods its mind.
Ichor Breath. The Witherlorn releases thick black ichor into a 20-foot cone. Each creature in that area must make a Constitution saving throw, taking necrotic damage on a failed save, or half as much on a success. Creatures that fail are also poisoned for 1 minute. While poisoned this way a creature has disadvantage on saving throws against the Witherlorn's control effects. The Witherlorn can use Ichor Breath only once, and regains the use after it finishes a short or long rest.
Grasping Bark. When a creature within 10 feet attempts to move out of the Witherlorn's reach, the Witherlorn can use its reaction to strike with a free Tentacle attack against that creature.
Corrupting Tendril (Costs 2 Actions). Corrupting Tendril. The Witherlorn causes a grappled or poisoned creature within 20 feet to take necrotic damage and make a Wisdom saving throw. On a failure the creature is dominated until the end of the Witherlorn's next turn. If the target is already dominated it takes an additional damage.
Tendril Lash. Tendril Lash. Make one Tentacle attack.
Ichor Pulse (Costs 2 Actions). Ichor Pulse. The Witherlorn pulses black ichor in a 10-foot radius centered on itself. Creatures of the Witherlorn's choice must succeed on a Constitution save or be slowed as the Slow spell until the end of their next turn.
Cantrips
Innate SpellcastingVaries The Witherlorn's innate spellcasting uses Charisma (spell save DC 17). It can cast the following spells without material components: at will: Entangle, Thorn Whip (as a cantrip that pulls 10 feet instead of 5); 3/day each: Plant Growth, Hold Person, Slow; 1/day: Dominate Beast, Blight. The Witherlorn cannot provide components for spells to others.
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