Runarcana

Part 4 · Monsters & Creatures

Red Brambleback

Red Brambleback
Red Brambleback

Red Brambleback Statblock

Red Brambleback

CategoryElite
CR7

Plant - Elemental, Large

HP180 (30d10+12+18)
AC13 (Natural)
DR1 / 3 (Bludgeoning)
Proficiency+3
Initiative0
Attributes
STR: 16+3
DEX: 110
CON: 18+4
INT: 6-2
WIS: 16+3
CHA: 13+1
Additional
Senses
Blindsense 15 feet. Passive perception 16
Speed
30 feet of walking
Skills
Intimidation +4, Perception +6
Languages
Sylvan
Experience
Collective1,150
Individual431

Damage vulnerability. Cold and Slashing

Damage resistance. Fire and Psychic damage.

Damage immunity. Poison damage.

Condition immunity. Prone, Scorched, Unconscious, and Paralyzed.

False Appearance. While motionless, the Red Brambleback is indistinguishable from an ordinary plant.

Elemental Aura. The Red Brambleback emits a heat aura within a 5-foot radius around itself. Hostile creatures that start their turn or enter the area for the first time take 2 Fire damage. Additionally, the Red Brambleback deals 3 (1d6) additional Fire damage on its attacks.

Thick Bark. The Red Brambleback has a resilient bark, gaining 18 additional maximum hit points and 2 points of DR against Bludgeoning damage.

Will to Live. The Red Brambleback has regeneration, recovering 1 hit point at the end of each turn.

Fire Caster. When the Red Brambleback casts Fire spells, they have their cost reduced by 1.

Innate Spellcasting. The Red Brambleback is able to cast spells, having 21 Mana points and using Wisdom as its spellcasting attribute. Due to the innate nature of its magic, the Red Brambleback ignores material components when casting and knows the spells below:

Cantrips: Elemental Ray (Fire), Elemental Touch (Fire).

1st Level Spells (1 mana point): Fiery Devastation.

2nd Level Spells (2 mana points): Flaming Sphere, Scorching Ray.

Multiattack. The Red Brambleback can use an attack action to make 2 Claws attacks.

Claws. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 19 (4d8+3) Slashing damage.

The Red Brambleback has 2 charges of epic actions, and can spend these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Red Brambleback's turn, the number of charges returns to 2.

The Red Brambleback can take an action and restore its reaction (if spent).

The Red Brambleback can spend all or the rest of its movement.

The Red Brambleback can repeat a saving throw against an effect affecting it.

Cost. When the Red Brambleback repeats its saving throw this way, it loses 7 hit points.

The Red Brambleback can make a melee attack against the target's AC. If successful, it can choose between:

Knocking the target down, leaving it with the Prone condition.

Pushing the target 10 feet away from the Red Brambleback.

Runic Pulse: Agate Pulse (1d6 Slashing and Fire damage)

Runes: Immovable Body, 1 use. Territorial Surge, 1 use.