Lumbering Woodkin

Medium humanoid (goblinoid), plant, neutral evil


Armor Class
15 (natural armor)
Hit Points
35 (7d8+14)
Speed
30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 9 (-1) 11 (0) 8 (-1)

Skills
Stealth +6
Damage Vulnerabilities
fire
Damage Resistances
piercing
Damage Immunities
acid, poison
Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin, Sylvan
Challenge
3 (700 XP)
Proficiency Bonus
+2

Nimble Escape. The lumbering woodkin can take the Disengage or Hide action as a bonus action on each of their turns.

False Appearance. While the lumbering woodkin remains motionless, it is indistinguishable from a small tree.

Overgrowth. If the lumbering woodkin didn’t take damage last turn, roll one of its hit die (d8). It heals for half of the number rolled + its Constitution modifier.

Gallop. When the lumbering woodkin takes the Dash action, they may move an extra 15 ft.

Actions

Multiattack. The lumbering woodkin makes two attacks with its trunkfists.

Trunkfists. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) bludgeoning damage.

Entangling Grasp. The lumbering woodkin plunges its trunkfists into the ground, which burst up from the earth and coil around the bodies of up to two creatures within 30 feet. A creature must make a DC 15 Strength or Dexterity saving throw. On a failure, the creature is grappled. The creature may repeat this save to break free as an action on their turn. On each turn that a creature is grappled, the lumbering woodkin may use its action to deal 2d8 bludgeoning damage to all creatures it has grappled. A creature adjacent to a grappling trunkfist may use an action to expose it to fire, provided they have a source of fire, causing the lumbering woodkin to release its grasp on the creature that was grappled by that trunkfist. The lumbering woodkin cannot move while it has a creature grappled this way.

Rain Earthly Goods (1/Month). The lumbering woodkin shakes its body, dislodging the seedfruit on its back, flinging the acidic fruitsacs across the battlefield. All creatures within 20 feet of the lumbering woodkin must make a DC 15 Dexterity saving throw, taking 4d4 acid damage from seedfruit bursting at their feet on a failure, or half as much on a success.

Reactions

Corrupted Seedfruit. When the lumbering woodkin takes damage, they may drop a seedfruit from their back, which bursts at their feet. All creatures within 5 feet of the woodkin must succeed on a DC 13 Dexterity saving throw or take 2d4 acid damage. If the lumbering woodkin has used Rain Earthly Goods, they may no longer use this reaction until Rain Earthly Goods can be used again.