# Pine Doom

*Huge* *Plant* *neutral*

- **Armor Class:** 16 (natural armor)
- **Hit Points:** 172 (15d12+75)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** [Tome of Beasts 2](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) page 295

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 7 (-2) | 21 (+5) | 11 (+0) | 16 (+3) | 12 (+1) |

- **Skills:** nature +8, perception +7
- **Damage Vulnerabilities:** fire
- **Damage Resistances:** bludgeoning, piercing
- **Senses:** passive Perception 17
- **Languages:** Druidic, Sylvan

### Special Abilities

- **False Appearance:** While the pine doom remains motionless, it is indistinguishable from an ordinary pine tree.
- **Sticky Pine Tar:** A creature that touches the pine doom is grappled (escape DC 16). Until this grapple ends, the creature is restrained. In addition, when a creature hits the pine doom with a bludgeoning or piercing weapon while within 5 feet of it, the creature must succeed on a DC 16 Strength saving throw or the weapon becomes stuck to the tree. A stuck weapon can't be used. A creature can take its action to remove one stuck weapon from the pine doom by succeeding on a DC 16 Strength check. Splashing the pine doom with a gallon of alcohol frees all creatures and objects stuck to it and suppresses this trait for 1 minute.
- **Siege Monster:** The pine doom deals double damage to objects and structures.

### Actions

- **Multiattack:** The pine doom makes three slam attacks. Alternatively, it can use Sap-filled Pinecone twice.
- **Slam:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
- **Sap-filled Pinecone:** Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) slashing damage. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained by sap. A creature can be free if it or another creature takes an action to make a DC 16 Strength check and succeeds.
- **Flurry of Pinecones (Recharge 6):** Each creature within 30 feet of the pine doom must make a DC 16 Dexterity saving throw, taking 15 (6d4) slashing damage on a failed save, or half as much damage on a successful one.


