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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