Okay, admittedly, there is no reason you should ever have to interact with these plant creatures. Either way, having even one of these showing up in your campaign is sure to receive cheers around the room. Or maybe Groot if that’s more your style. If you have any doubts about living trees being plot hooks, just look at Lord of the RIngs. Treants do get to animate more trees that are just less intelligent treants so you’ll often see a group of these bringing a forest to life. Sure, they’re going to be a decent challenge, but what’s really exciting is that they’re huge sentient trees! They’re also chaotic good which means there’s a real chance that these could be creatures on your side. These animated trees are allies of the treant and cannot speak, they also become regular trees again if they are more than 120 ft away from the treant, if the treant dies, if the treant changes them back as a bonus action, or after 24 hours have passed.Īdmittedly, the mechanics of treants aren’t all that impressive. Siege Monster- Deals double damage to objects and structuresĪnimate Trees (1/day)- The treant animates one or two trees within 60 feet of it that have the same stats as a treant aside from intelligence and charisma scores of 1. How long will it be before the graveyards are empty and this flower turns towards a larger buffet? Treant
Now they have to deal with an evil sentient plant with a hunger for corpses. Your poor party thought everything was going to be okay when they left the town after burying that lich. The large plant carries around corpses inside of it which it can devour and use to heal, or just make zombies out of? I mean come on, how terrifying is that. God, I love a good golgari creature when I see one.įor those of you that aren’t MTG fans, let’s just say this is an awesome plant monster that you won’t want to water any time soon. Charmed creatures also attempt to breathe instead of holding their breath underwater.Ī creature can roll to break the charm on the end of its turn, if it takes damage from a source other than the kelpie, or if it is about to enter damaging terrain.īoy oh boy, a plant that grows upon the grave of a necromancer or the remains of a powerful undead. Charmed creatures are incapacitated and spend their turn moving closer to the kelpie. where you can clearly see seaweed.ĭrowning Hypnosis – A kelpie can charm a target within 150 feet if it fails a DC 12 wisdom save. It’s new form is convincing except for in bright light or within 30 ft. Seaweed Shape – Uses an action to take the shape of a small, medium, or large beast or humanoid. Hell, the next time your ranger just decides to go off on his own to collect water, tell him there’s a beautiful man (or woman) sitting by a “pond” that wants to talk to him. You can easily transplant these seaweed monsters into any campaign you have. Their goal is to use their charming hypnosis ability to, you guessed it, lure the characters into some very deep water and drown them. Two kelpies show up in the White Plume Mountain adventure which can be found in Tales from the Yawning Portal. It gives us a really cool, and frankly, kind of gross, image of this mass of green gunk that can quickly take on the form of a beautiful humanoid in an attempt to murder.
You could still call this a water spirit, but instead of a horse this is a mass of sentient shapeshifting seaweed ready to lure humans to their death. D&D tends to take inspiration from folklore and make it into their own creature and this is definitely what we see here. Kelpies come from Scottish folklore as shapeshifting water spirits that lure humans to their death in lakes and other bodies of water. A creature can roll to break the charm on the end of its turn, if it takes damage from a source other than the kelpie, or if it is about to enter damaging terrain. Charmed creatures also attempt to breath instead of holding their breath underwater.