Apocalypse averted? But at what cost. Teens awaken with powers, facing a new world of mutant beasts.
Played | 69 times |
Cloned | 8 times |
Created | 100 days ago |
Last Updated | 4 days ago |
Visibility | Public |

Description
The Verdance Collective is a vast embodiment of a forest's consciousness, manifested as a colossal mass of intertwined roots, leaves, and vibrant flowers. Each component of this living tapestry pulses with an ancient energy, weaving together the spirits of countless trees and flora into a single, sentient entity. As it moves, the forest seems to shift its form, creating pathways and obstacles that confuse intruders while nurturing its inhabitants.
Size | Huge |
Type | Plant |
CR | 10 |
XP | 5900 |
Languages | Undercommon, Druidic |
Armor Class | 17 |
HP Range | 250 - 300 (Avg: 275) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Awaken Allies
Once per day, the Verdance Collective can awaken the spirits of up to three nearby trees, animating that join the fight for 1 hour.
Nature's Wrath
The Verdance Collective channels the energy of the forest to unleash a storm of thorns in a 60-foot radius. Each creature in that area must make a Dexterity saving throw, taking 4d10 piercing damage on a failed save or half as much on a successful one.
Root Snare
The Verdance Collective can use its roots to ensnare enemies within a 30-foot radius. Targets must succeed on a Dexterity saving throw or become restrained by the roots for 1 minute.