Huge plant, chaotic neutral
- Armor Class 20
- Hit Points 138(12d12+60)
- Speed 30ft.
STR DEX CON INT WIS CHA 27 (+8) 8 (-1) 21 (+5) 4 (-3) 10 (+0) 4 (-3)
- Skills Surviavl +9
- Damage Vulnerabilities Fire
- Damage Resistances Bludgeoning, Piercing
- Senses Darkvision, Passive Perception 13
- Languages None
- Challenge 9 (5000 XP)
Hardened The Bark is so hard that critical failures can damage and break weapons. creatures who roll a 1 to hit must roll damage as usual then double it and apply this damage to weapons.
Siege Monster. The Trulk deals double damage to objects and structures.
Multiattack. The Trulk makes two slam attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 16 (3d6 + 8)
Rock Ranged Weapon Attack: +14 to hit, range 60/180ft., one target. Hit 28 (4d10 + 8)
Rage (1/day) For 2d4 rounds, while raging it gains the following
- Immune to enchantment spells
- As a bonus action may Dash
- Trulk have advantage on Strength checks and Strength saving throws.
Trulks are awakened trees like Treants they live in old growth forest or jungles, unlike Treants they are constantly roaming the Treant drive to protect there domain is twisted in the Trulk makeing them dangerously chaotic.
The Sleeping Tree Grows Twisted.
A tree destined to become a Treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature’s magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. So true for the Trulk, but there was a calamity, something happened during the long process of awakening.The grove was subject to large enough of an event that the magic that shapes the Treant goes awry creating a Trulk.
The Trulk often awakens alone the protectors it would have had, have either perished in the event that twisted the Trulk or having seen that the Treant has been twisted into Trulk, abandoned it.
Roaming and Dangerous.
As the Trulk seeks to protect its territory it roams eating broken branches, replacing washed away stones. and running off anything that is not a beast, a natural animal. Because it rarely rest the Trulk has no leaves or greenery either because its nutrients are poor enough that leaves rarely bloom and those that do are brushed off as it moves through it territory. Rarely resting, it does have a lair that must return to where it rests and gain nutrients.
The domain of a Trulk is hard to survive in with no fire wood, beasts that will alert the Trulk to outsiders and the fact that the Trulk knows well its land finds it easy to track. Any creature not a beast who finds its self in the domain of a Trulk has already raised its ire. All survival checks made here by creatures are at disadvantage.
Lair and Lair actions
The lair resides at the center of the Trulks territory where it will keep any thing that it could not eat and break down, metals mainly, or stones that were brought in from out side its territory.
On initiative count 20 (losing initiative ties), the Trulk takes a lair action to cause one of the following effects; the Trulk can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the Trulk can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 13 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the Trulk uses this lair action again or when the Trulk dies.
- The earth trembles and the Trulk sends snaking vines out from it. Creatures in a 30-foot radius centered on it must make a DC 13 Dexterity saving throw failure means falling prone.