Elmo (Henchmen, Groot), 8th | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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The Ninth World, Homebrew

Elmo (Henchmen, Groot), 8th CR: 9th level Ranger (Monster Slayer)

Medium plant (human), chaotic good
Armor Class: 20 (chain shirt +1, +1 shield)
Hit Points: 90 (9d10 + 36)
Speed: 30 ft

STR

18 +4

DEX

17 +3

CON

18 +4

INT

15 +2

WIS

16 +3

CHA

11 +0

Saving Throws: STR +8, CON +8, DEX +7
Skills: Survival +6
Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing
Languages: Common, Goblin
Challenge Rating: 9th level Ranger (Monster Slayer)

  • Goblin Slayer. Elmo does +5 damage to goblinoids, and +10 damage vs goblins specifically (Elmo hates goblins). He also has a boon on any saving throws against goblinoid affects such as spells.
  • Fighting Style - Defensive. As long as Elmo wears armour, he gets +1 bonus to AC (included). You may also “tank” for your allies.
  • Barkskin. Elmo has a minimum AC of 16. This does not stack with armor but does stack with shields or magic protection.
  • Tree! Elmo gains nourishment from the sun and earth. He can eat and drink but does not need to if he spends at least 1 hour in the sun and attached to the earth each day.
  • Gift of the Slow God. Elmo regains 1d6 hit points every 10 minutes, provided that he has at least 1 hit point. If he loses a body part, he can regrow the missing part and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
  • Land’s Stride. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
  • Natural Explorer. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
  • Hide in Plain Sight. You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Actions

  • +11/Chainsword 1d8 + 7 slashing damage + 1d8 to an adjacent target.
  • +9/Goblin Slayer 1d8 + 5 slashing damage + 1d8 to an adjacent target.
  • +7/dagger 1d4 + 4 piercing damage
  • Hunter’s Sense (3/day). As an action, Elmo can study a creature and know its resistances, vulnerabilities and immunities.
Bonus Action
  • Slayer’s Prey (1/day). Designate a target as your prey, and you deal an extra 1d6 damage to the target for the rest of the encounter.

Elmo the ranger and a member of the Hommlet Badgers, is faithfully loyal to Augusta (thanks to the deck of many things). After being killed in battle, he was brought back with a seed of life which resurrected him but turned him into a plant.
 
Equipment
Chain shirt +1 (ac 15), Ivy-bound Ironwood shield (+3 AC), +1 Battle Axe (Goblin Slayer), Chainsword, Melvin the Depressed Cloak (of fire resistance), potion quickslot.  
Experience
  • For level 10: 175,001
  • Running Total:

Created by

solomani.

Statblock Type

Monster

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