Villain Actions This Creature takes one Villain Action per round at the end of another creatures turn, it can only take each action on its respective round. Round 1: Entangling growth. the creature roars and slams the ground creating a 30-foot square of grasping black weeds and vines. these plants turn the ground in the area into difficult terrain. A creature in the area when the plants emerge must succeed on a DC 15 Strength saving throw or be restrained by the entangling plants. A creature restrained by the plants can use its action to make a Strength check (DC 15). On a success, it frees itself. Round 2: Shatterspike. Target the last creature within 5ft that attacked with a melee weapon. make 1 longsword attack. If you hit destroy a weapon the target is holding. The target can make a DC 15 Dexterity Saving Throw to take damage instead. Round 3: Chilling Pulse. Each creature within 15ft of the Curse-Root Zombie must make a DC 15 Constitution Saving Throw, On a failed save creatures take 2d8 Necrotic damage and can't regain hit points until the end of the Curse-Root Zombie's next turn.
Multiattack. The Curse-Root Zombie makes 2 Longsword attacks Draining Touch. (Recharge 6) Target one creature withing 5ft of The Curse-Root Zombie. the Target suffers 3d10 Necrotic damage. The Curse-Root Zombie heals for half of the Necrotic damage dealt by this attack Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+4
A Mortal Vessel that has been morphed and corrupted by a strange force or spell. It was attached to the black tree at the lowest level of the Sunless Citadel. Horrifying vines and roots wrap around it's body and seem to pierce into it at several points, possibly the cause of the physical changes to it's mortal form, most notably it's size and the horrifying state of it's flesh which seems to have become petrified and sturdy.