b'Sentient \n'b'  Huge   plant, Any  \n'b'  Armor Class  17 (natural)  Hit Points  337 (27d12+162)  Speed  20 ft.\n'b' STATS STR: 25 (+7) DEX:  7 (-2)  CON:  22 (+6)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   History  +10,  Nature  +10, survival +11  Saving Throws   Strength  +14,  Wisdom  +11  Damage Immunities  poison  Condition Immunities   charmed ,  frightened ,  Paralyzed ,  poisoned , Polymorphed  Damage Resistances  bludgeoning, piercing  Senses  passive  Perception  14  Languages  Common, Druidic, Elvish, Primordial, Sylvan  Challenge  21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Move Earth . As an action, the sentient digs its roots deep into the earth, causing great upheaval. The creature casts an  earthquake  spell, centered on itself, which does not affect the sentient. After doing this, the sentient must take a short or long rest before it can use this ability again. \n'b'  Acidic Sap . Once per long rest, the sentient can emit a coating of acidic sap on itself. This lasts for 1 minute. During this time, all of the creature\xe2\x80\x99s slam attacks do an extra 4 (1d8) acid damage, and any  melee attack  that hits the sentient also does 4 (1d8) damage to the attacker. Any non-magical weapon that strikes the sentient will be destroyed by the acid at the end of the attacker\xe2\x80\x99s turn. \n'b'  Change Stone . The sentient can cast  Stone Shape  at will. \n'b'  Magic Resistance . The sentient has advantage on saving throws against spells and other magical effects. \n'b'  Vulnerabilities . The sentient is vulnerable to fire damage. If the creature suffers cold damage, it has to make a wisdom save against the caster\xe2\x80\x99s DC or be  stunned  for 1d4 rounds. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The creature has 6 limbs at any time. It can use each limb to either make a slam  attack , a squeeze  attack , or drop a  grappled  target into its mouth for a swallow. A limb that suffers 25hp of damage is forced to release its grip on a target but is replaced with new branches the following round. \n'b'  Slam .  Melee Weapon Attack : +12 to hit, reach 15 ft., one target.  Hit : 17 (3d6+7) bludgeoning damage. In addition, the target must make a  Strength  save (DC 20) or be  grappled  by the limb. \n'b'  Squeeze . If a creature is  grappled  at the start of the sentient\xe2\x80\x99s turn, the sentient squeezes the creature and lifts it towards its mouth. The target automatically suffers 17 (3d6+7) bludgeoning damage and is considered  restrained . \n'b'  Swallow . If a creature suffered a squeeze  attack  in the previous round and is still  restrained , the sentient can swallow it whole as long as it is large-sized or smaller. The target is trapped in the sentient,  blinded  and  restrained , and suffers 27 (6d8) acid damage at the beginning of each of its turns. Only magic or the death of the sentient can allow a target that has been swallowed to escape. \n'b'\n'b' ABOUT \n'b' Sentients are very old trees that have lived since the beginning. They are predominantly hardwoods, beech, hickory, oak, elm, and the like. They are shorter than most trees, averaging from the ground to their uppermost branches about 40 feet high. They are old and squat, their wide boles thick with layers of bark and knobby branches. Their canopies vary in appearance according to the health of the tree, some being very sparse, while others remain resplendent in deep foliage. Like all trees, unless it is an evergreen, the sentients lose their leaves in the autumn months and do not regain them until the spring. They have no discernable arms or legs. When they travel, their roots serve as feet, but they never rise out of the ground, rather sliding beneath the earth, moving it, and pulling the old tree along. For arms and fingers, it has many branches, thick and long. They have no face to speak of, rather they see, smell, and hear the world through vibrations in their roots, leaves, or branches. and wherever the mogrl settle, if they do so for any length of time, the flakes of their hide gather at their feet. Such is the will of these creatures that this chaff, what the dwarves call the scaj, gathers in heaps, and in time assumes a life of its own, devoid of all reason and filled only with rage. \n'b' They open up folds of their barky-skin to reveal a massive maw into which they drag any who prey upon them. \n'b'  Hermits of Nature . These intelligent trees live throughout the world, in any clime that trees can live, from the deep jungles to the high mountains. They are secretive and do not normally interact with other creatures unless forced by some peculiar circumstance. Their roles vary greatly; some are good and serve as a shepherd for animals and plants, protecting them from most dangers, while others are evil and take great joy in killing the unsuspecting. The majority are in the middle of these and do little but sit and enjoy the passing of the seasons, prompted into action by circumstance. \n'b'  Singular Powers . They do not live in societies and rarely breed, though from time to time a sentient drops seedlings that take root. Only some of these possess self-awareness, as they have never lived in the shadows of their creators. In any respect, these are very rare and always less powerful than their kin. Sentients do not horde treasure but some do have vast amounts of wealth buried in the soil around their roots, spoils of the victims, and leaving no doubt of the tree\xe2\x80\x99s power.'