The Phase Pine is a mythical tree notorious for causing mischief across the planes. This trickster can be found in all different climates and usually stands out for its odd placement. The Phase Pine teleports to the middle of large open fields. Its goal is to capture children’s kites. It does this through a combination of smart placement and innate magic that acts as a magnet for these airborne objects. This magnetic pull appears to unsuspecting children as a light breeze. After the tree has captured its fill of kites (no more than 3 or 4) it will teleport to its next location before the local adult population becomes wise to its presence.
|I never said I could draw.|
Large Plant, Chaotic good
Armor Class 16 (Natural Armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR DEX CON INT WIS CHA
23(+6) 8(-1) 23(+5) 12(+1) 16(+3) 12(+1)
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities: fire
Senses: passive Perception 13
Languages: Common. Druidic, Elvish, Sylvan
False Appearance: While the Phase Pine remains motionless it appears as a normal pine tree.
Slam. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 16 (3d6+6) bludgeoning damage.
Phase (1/Day). Once a day the Phase Pine can teleport anywhere in the known multiverse as long as it is an open, sunny, field. It will do this immediately if engaged in combat.
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
The Phase Pine Author: Robert Lashley. © 2018 Moon Sea Studios, LLC.