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Trek

Corpse Retreat (1/Day)

The thornblood is a mass of thick, thorny vines that grow from a Medium humanoid corpse. When the thornblood is reduced to 0 hit points, they are reduced to 1 hit point instead and retreat into the corpse that grew them.

The thornblood becomes immune to all damage until the end of their next turn. Additionally, until the thornblood finishes a long rest, their size becomes Medium, their walking and climbing speeds become 60 feet, and they can't make Throttle attacks or benefit from the Overgrowth trait.

Overgrowth

The thornblood can move their vines through a space as narrow as 1 inch wide without squeezing. The thornblood can occupy another creature's space and vice versa.

Supernatural Resistance

The thornblood has advantage on saving throws against powers, spells, and other supernatural effects.

Handlinger

Multiattack

The thornblood makes four attacks using Vinerip, Throttle, or both.

Vinerip

Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 11 (2d10) piercing damage, and the target is pulled up to 30 feet toward the thornblood.

Throttle

Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the thornblood's space. Hit: 20 (4d6 + 6) piercing damage, and the target is entangled in thorny vines. While entangled, the target is restrained and moves with the thornblood, can't see outside their space, and takes 20 (4d6 + 6) piercing damage at the start of each of their turns. The target or another creature within 5 feet of them can use their action to take 20 (4d6 + 6) slashing damage and make a DC 20 Strength check, freeing the target on a success.

From Life, Lightning (2/Day)

The thornblood must have at least one creature entangled to use this action. Each creature entangled by the thornblood must make a DC 20 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. Then the thornblood shoots a bolt of lightning at each enemy within 60 feet of them who isn't entangled by them. Each target must make a DC 20 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Bonushandlinger

You're Mine

The thornblood moves an entangled creature to a space occupied by the thornblood that isn't also occupied by another creature or object.

Reaksjoner

Hostile Roots

When an enemy ends their turn in the thornblood's space, the thornblood attempts to pull them down. The target must make a DC 17 Dexterity saving throw or fall prone.