Huge
Plant
CR 9
neutral evil
Verdraugh
Hunger of the Green Hollows
The Verdraugh is a hulking, ambulatory knot of bark, roots and hungry green light that moves like a slow, inexorable predator through sunlit understories. It surrounds prey with writhing vine-arms, smothers throat and eyes with moss, and finally drags its victim to a hollow it calls home; there, the Verdraugh’s sapworks digest flesh and memory alike. Seeing one is to watch the forest itself rearrange to swallow you.
Armour
16
natural armor (hardened bark)
Hit points
152
16d12+48
Speed
40ft
40 ft., climb 30 ft.
Challenge
9
5,000 XP
STR
20
+5
DEX
14
+2
CON
16
+3
INT
8
-1
WIS
16
+3
CHA
10
+0
Saving throws
STR +9, WIS +7
Skills
Stealth +6, Perception +7
Senses
darkvision 60 ft., passive Perception 17
Languages
Sylvan, understands Common but can't speak
Multiattack. The Verdraugh makes two attacks: one with its Bite and one with its Vine Lash.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be grappled (escape DC 17).
Vine Lash. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 15 (2d8+5) bludgeoning damage, and the target is pulled up to 10 feet closer to the Verdraugh and knocked prone on a failed DC 15 Strength saving throw.
Rootbind (Recharge 5-6). The Verdraugh slams its root-plates into the ground and erupts a tangle of spiny roots in a 20-foot radius centered on itself. Each creature in the area must make a DC 15 Strength saving throw. On a failed save, a creature takes 27 (6d8) piercing damage, is restrained, and is considered grappled by the Verdraugh; on a successful save, it takes half damage and isn't restrained. A creature restrained by Rootbind can use its action to make a Strength or Dexterity check (its choice) against DC 17 to free itself.
Scholars argue whether Verdraugh are aberrant plant spirits, a creeping curse born from old blood spilled in sacred groves, or the evolved hunting form of funerary grove-trees that feed on carrion and intruders. Foresters of the Nethril Commons avoid the deep glades where trunks lean like listening ears; hunters speak of paths sealed by new rootwork overnight and of lost campsites found later streaked with a sap the color of stale sunlight. The herbalist-scribe Mirethane Korr documented a Verdraugh ambush near the Bloombarrow waystation, noting its ability to mimic the scent of owlbear carrion to lure scavengers. The Order of Greenwardens—an ancient guild of rangers and dryad-allied custodians—keeps careful records of Verdraugh territories and has adopted brutal countermeasures: firebreaks, salt rings, and iron-tipped stakes blessed by woodland rites. Still, the Verdraugh adapts; there are whispered tales of a Verdraugh that learned to coax wolves into its embrace, then wore their pelts like living camouflage. Villagers near the Hollowgrown Ruins tell legends that a Verdraugh once consumed a grieving priest and kept his prayers, speaking them back to the living as the wind between branches.
A Verdraugh is the size of a large wagon; its core is a swollen trunk twisted into a hunched torso, with layers of bark flaking like old scales. Dozens of vine-arms and root-whips sprout from its shoulders and hips—each tipped with thorny growths, moss pads, or clusters of bright lichen that glimmer slightly in shade. Its head is a flattened crown of sap-stitched wood with a single vertical fissure that emits faint green bioluminescence; the fissure sometimes shows the impression of a mouth. Where flesh has been absorbed, the bark bears faint, paler leaf-imprints like pressed hands. The creature's 'feet' are broad root-plates that hiss and scrape the earth as it moves, leaving a shallow trench and a smell of damp loam. Scattered along its limbs are carrion-slick nodules that secrete a resinous enzyme—glossy, amber-streaked patches that drip slowly.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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