Ghoultree Branch Huge Undead Plant Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 90

90 Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Condition Immunities Charmed, Frightened

Charmed, Frightened Senses passive Perception 12

passive Perception 12 Languages None

None Challenge 3 (1200 XP) Slam The Ghoultree's Branch slams onto the ground, extending 20 feet long and 5 feet wide in a straight line from the Ghoultree. Each creature in the area must make a DC 14 Dexterity saving throw, taking 2d10 bludgeoning damage on a failed save, or half as much on a successful save

The Ghoultree's Branch slams onto the ground, extending 20 feet long and 5 feet wide in a straight line from the Ghoultree. Each creature in the area must make a DC 14 Dexterity saving throw, taking 2d10 bludgeoning damage on a failed save, or half as much on a successful save Multiattack the zombies bound to the Ghoultree makes three slam attacks. If the Ghoultree's health is lower than 120, the zombies may make only two slam attacks. If the Ghoultree's health is lower than 60, the Ghoultree loses its Multiattack ability Actions Slam Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage

Ghoultree Huge Undead Plant Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 180

180 Speed 20ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Condition Immunities Charmed, Frightened

Charmed, Frightened Damage Resistances Bludgeoning, Piercing, Slashing

Bludgeoning, Piercing, Slashing Damage Vulnerabilities Fire

Fire Senses passive Perception 12

passive Perception 12 Languages None

None Challenge 6 (2400 XP) Actions Bite Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 5 (1d8 + 5) Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when th e plants appear mu st succeed on a DC 13 Strength saving throw or become restrained . A creature can use its action to make a DC 13 Strength check, freeing itself or another entangl ed creature within reach on a success.

The Ghoultree

Necro-alchemists on the plane of Innistrad exhibt brilliance in the most horrific ways, twisting life and flesh to create terrifying abominations. The Ghoultree is the epitome of a necroalchemist's perverse machinations. Infusing the essence of undeath into a sentient tree, the necroalchemist can distort the tree's natural instinct to eradicate the blight of undeath. Conversely, the Ghoult tree is adorned with a wreath of undead secured to its branches with a tangle of vines. Ghoultrees are often tasked with standing vigil over the grafs from which their masters harvest corpses used to create more hideous creatures.Sentient trees on Innistrad are predatory beings that hunt their prey in forests and swamps, remaining still until an unsuspecting traveler or beast crosses its path. The druids of the Somberwald revere these "guardians" of the forest for their intolerance of the undead. The mantra "nature abhors a zombie" is often used to describe the fury of sentient trees when confronted with zombies, skeletons, and stitched monstrocities. Ghoultrees maintain their predatory nature, but it is directed at anyone the necroalchemist deems a threat.