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Pine Doom

Huge · Plant · CR 9 · Neutral

Armor Class
16 (natural armor)
Hit Points and Hit Dice
172 (15d12+75)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
7
-2
CON
21
+5
INT
11
+0
WIS
16
+3
CHA
12
+1

Overview

Category Monsters
Size Huge
Type Plant
Alignment Neutral
XP 5000
Initiative Bonus -2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 17

Skills

Nature +8 Perception +7

Languages

Druidic, Sylvan

Resistances & Immunities

Damage Resistances
bludgeoning, piercing
Damage Vulnerabilities
fire

Traits

False Appearance

While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree.

Siege Monster

The pine doom deals double damage to objects and structures.

Sticky Pine Tar

A creature that touches the pine doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained. In addition, when a creature hits the pine doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can’t be used. A creature can take its action to remove one stuck weapon from the pine doom by succeeding on a DC 16 Strength check. Splashing the pine doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute.

Actions

Flurry of Pinecones

Recharge 6

Each creature within 30 feet of the pine doom must make a DC 16 Dexterity saving throw, taking 15 (6d4) slashing damage on a failed save, or half as much damage on a successful one.

Multiattack

The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice.

Sap-filled Pinecone

+9 to hit, range 30/120 ft (9.1/36.6 m). Hit: 2d4+5 slashing damage.

Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) slashing damage. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds.

Slam

+9 to hit, reach 10 ft (3 m). Hit: 3d6+5 bludgeoning damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

About Pine Doom

Pine Doom is a huge plant with a Challenge Rating of 9. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 172 hit points (derived from 15d12+75).

Pine Doom has communication capabilities including Druidic, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Pine Doom

2 tips available

When using Pine Doom in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Pine Doom

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Pine Doom?
Pine Doom has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Pine Doom?
Pine Doom is a Huge Plant, which affects how certain spells and abilities interact with it.
What languages does Pine Doom speak?
Pine Doom can communicate in Druidic, Sylvan.

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