Sunstalk Thornmaw

Nomads tell of the sun-prisoners that glint like beacons on the dunes. Caravan guides warn that mirrored plants might mark a sunstalk's lure. Some alchemists prize sunstalk resin for making heat-resistant glass and incendiary salves.

HP85AC15SPDWalk 30 ft., Burrow 20 ft., Climb 20 ft. (can climb sandy faces)CR6 (2,300 XP)PerceptionStealth
STR
18
save
DEX
12
CON
16
save
INT
3
WIS
12
CHA
6
Sun-Fed Regeneration. The sunstalk bears mirrored petals that refract light to lure travelers. While in direct, bright sunlight the sunstalk regains 5 hit points at the start of its turn. If submerged in cold water or exposed to a cold spell it loses this benefit for 1 hour.
Camouflaged Mound. While at least half buried the sunstalk is indistinguishable from a normal sand mound to creatures that do not examine it (Perception to notice).
Burrow Sense. The sunstalk can sense vibrations through sand and soil within 300 feet and can pinpoint the location of moving creatures in contact with the same substrate.
Elemental Tendencies. Fire deals half damage to the sunstalk. Cold deals an additional 3 necrotic-like damage when used in a single-target attack (treated as a vulnerability).
Multiattack. The sunstalk makes two Thorn Lash attacks, or it can make one Thorn Lash attack and use Sand Shroud.
Thorn Lash. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 14 () piercing damage and the target is grappled (escape ). While grappled the target takes 5 () piercing damage at the start of each of the sunstalk's turns as its thorns bite deeper.
Sand Shroud. The sunstalk expels a curtain of hot, grit-laden sand in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw or be blinded and take 21 () slashing force from abrasive sand and thorns and be covered in stinging sand that deals 7 () ongoing piercing damage at the start of its turns until cleaned with a full action or magical healing. On a success, a creature takes half damage and is not blinded, and the ongoing damage does not apply.
Devour Root. The sunstalk attempts to swallow a grappled Small or Medium creature. The target must succeed on a Strength saving throw or be pulled to the sunstalk's base and partially engulfed. While partially engulfed the target is restrained, takes 10 () piercing damage at the end of each of the sunstalk's turns, and has disadvantage on saving throws. A creature can escape by using an action to succeed on a Strength check. If the target is reduced to 0 hit points while engulfed, the sunstalk absorbs it and regains 20 hit points.
Spiny Rebound. When a creature within 10 feet makes a melee attack against it, the sunstalk snaps a thorned vine. The attacker must succeed on a Dexterity saving throw or take 7 () piercing damage.
2nd level
Spike Growth (innate)Conjuration The sunstalk can cast spike growth centered on itself once per short rest. The area becomes difficult terrain and spikes deal 2d4 piercing when traversed.
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