Homebakery's Bestiary: Briarwrym
It is hard
to say where the briarwyrm came from. Some say it simply came to be in the
feywilds, as the weird and wild often do in such places. Those that made it to
the material plane simply slithered across.
A common
folk tale is that they are just thickets that grow sentience once enough blood
is spilled from their thorns, hungering for more. Unsurprisingly this is a
popular tale among children and around campfires.
Appearance
A serpent
like creature made of twisting brambles and briars, two legs sprout from the
front that it used to pull itself along faster. A drake like head comes from
the front, with long teeth and curving horns made of sharp thorns. From the
back a thin, sharp tail.
Story Hooks
· A briarwyrm
has nested around the foot of a wizard’s tower. You get a magic missive asking
for help, so the wizard can finally leave.
· The party
has been asked to investigate the merchants who have not yet returned, and
discover the road is covered in a thicket of thorns.
· The party
come across a village who at various points are all seen pricking themselves on
nearby brambles. They intend to summon a briarwyrm thinking it will defend
them.
Tactics
Briarwryms
are ambush predators, using their natural camouflage to hide in plain sight
until their prey comes into striking distance. Relying on photosynthesis to
keep their reserves topped up until they are able to eat.
Because of
this tactic they are not good pursuit predators, and are easy to outrun if they
are unable to keep you pinned down. However, they are very good at keeping
their prey in one place. This is partially due to their thorny body and bramble
vines, which can keep creatures within reach or pull them back.
It is also
due to their ability to take over the nature nearby when lying in wait.
Allies and Adversaries
The
briarwyrm is intended to be a single creature encounter roughly aimed at a
level 7-10 party of 3 to 5 members; having legendary actions to aid in its
action economy. However, for a higher level party you could add 1 HP twig
blights to the fray, who have been living inside the creature, dividing
attention. Needle and vine blights that are protecting it, or perhaps also
trying to fight it, and decide to take down the party as well. All of these can
be found on page 32 of the monster manual.
Lair Actions
On Initiative count 20 (losing Initiative ties), the briarwyrm can take a lair action to cause one of the following Effects, but can’t use the same effect two rounds in a row:
One creature the briarwyrm can see is surrounded by a wall of thorns, 10 feet tall, and 5 feet thick. If the creature attempts to pass through this wall, they must first succeed a DC 15 Dexterity Saving Throw and takes 4 (2d4) piercing damage.
On a failure the creature is unable to pass through and still takes 4 (2d4) piercing damage.
Lashing vines come out of the ground in a 20-foot cube, causing everyone within the area to succeed a Strength Saving Throw or be knocked prone.
The briarwyrm’s thorny body blooms roses that fill the air will toxic pollen as they open. Every creature within 10 feet of the briarwyrm must succeed a DC 15 Constitution saving throw or become drowsy until the start of their next turn.
Drowsy Condition
A drowsy creature can either take an action or a bonus action, not both, and is unable to take reactions.
Stat Block
BRIARWYRM
Huge plant, unaligned
Armour Class 14 (16
against ranged)
Hit Points 187 (25D12
+25)
Speed 20 ft., 20
ft. climb
STR
DEX CON INT WIS CHA
15 (+2) 19 (+4)
12 (+1) 8 (-1) 15 (+3)
5 (-2)
Skills Perception
+7, Stealth +9
Damage
Resistances non-magical bludgeoning, piercing and slashing.
Senses passive
Perception 17
Languages Common,
Sylvan and Druidic
Challenge 9 (5000 XP)
Proficiency Bonus +2
Encroaching
Briars. Due to the Wyrms twisted form this creature can occupy spaces that other
creatures are occupying. Other creatures can also pass through spaces the Wyrm
is in, however, those areas are considered difficult terrain for the sake of
movement, and any creature moving
through that space would take damage according to the creature's thorny hide
trait.
False
Foliage. While the wyrm remains motionless, it is indistinguishable from an
ordinary plant. In addition, its deceptive appearance gives its AC a +2 against
ranged attacks.
Sudden
Striker. If the briarwyrm hits a creature who they were hidden from, that hit
deals an additional 2d10 piercing damage.
Thorny Hide. When moving into the same space, touched, or hit with a melee attack a creature must succeed a Dexterity Saving Throw DC 15 or take 6 (3d4) piercing damage. Half as much on successful save.
Actions
Multiattack. The Briarywyrm
makes 1 bite attack and 1 tail attack.
Bite. Melee
weapon attack, +6 to hit, reach 5ft., one target. Hit: 12 (2d8+4) piercing
damage. If the target is a creature, it must succeed a DC 15 Constitution
saving throw or become Drowsy until the start of their next turn.
Tail. Melee weapon
attack, +6 to hit, reach 10ft., one target. Hit: 13 (3d6+4) piercing damage. If
the target is a creature, it must succeed a DC 15 Strength saving throw or be
knocked prone.
Bonus Actions
Slither. The wyrm slinks down, attacks of opportunity have disadvantage until the start of its next turn.
Legendary Actions
The wyrm can
take 2 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s
turn. The wyrm regains spent legendary actions at the start of their turn.
Tail Whip. The wyrm makes
one tail attack.
Coil. The creature
wraps around one creature, either large or smaller, reducing the creatures, and
its own speed, to 0 and dealing 6 (3d4) piercing damage. In addition, attacks
against the target creature have advantage.
A DC 15
Strength or Dexterity save made at the start of the coiled creature's turn free
them. Alternatively, the creature may use their action to break free, no save
or check required.
Loot
When a party
defeats a briarwyrm, they may find all sorts of treasures tangled in its thorny
remains. These could be trinkets from the trinket tables in the PHB or other
small magical items that could have snagged, and gone unnoticed.
There are
also some unique ones you may bequeath to your players.
Blood
Blossom
Wonderous
item, uncommon
A small drop
of crystallized blood formed on some of the flowers that grow from the
briarwyrm. Crushing one in your palm as a bonus action will force every
creature within 10 feet of you to succeed a DC 13 Constitution saving throw. On
a failure, they take 1d10 necrotic damage, and you heal by half as much.
Once this
item has been used, it returns to a drop of normal blood.
Splinter of
Sleep
Wonderous
item, common
Before
taking a long rest you can prick yourself with this magical wooden splinter.
For the entire rest you will sleep soundly and peacefully, but unable to be
awoken until either the rest is completed, or a loved one kisses them.
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