Timberweb
Creature 14 — elemental, plant, wood
SnareFlankerLANDVERTICALelementalplant
On the Plane of Wood, carnivorous plants sometimes grow so large that they can't sustain themselves on local prey. Rather than starve, parts of these plants sometimes tear themselves free and hunt for themselves. The resulting elementals adopt spiderlike forms and hunting strategies. Timberwebs extrude vines covered in tiny barbules and sticky sap. After finding a territory with sufficient prey, a timberweb often uses these vines to create shadowy canopies in which to launch ambushes. Wood elem
Source: wardens-of-wildwood-bestiary
Perception +25; low-light-vision, tremorsense (imprecise) 30 feet; vine sense
Skills acrobatics +26, athletics +27
Str
+7
Dex
+6
Con
+5
Int
+0
Wis
+5
Cha
+2
AC 35
Fort +27
Ref +24
Will +23
HP 250
Immunities bleed, paralyzed, poison, sleep
Weaknesses fire 10
Speed 40 feet, climb 30 feet
Offense
Melee Fangs +29, Damage 3d8+17 piercing plus Timberweb Toxin
Melee Leg (agile, reach-10) +29, Damage 3d6+15 slashing
Ranged Vine +27, range increment 30 feet, Damage 3d6+12 bludgeoning plus Tree Tether
Abilities
Tremorsense (Imprecise) 30 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Vine Sense — The timberweb has imprecise tremorsense to detect the vibrations of creatures touching its spun vines.
Rappel (move) — The timberweb moves straight down up to 60 feet on a spun vine. It can hang from the vine or drop off. The distance it descends doesn't count toward falling damage. A creature that successfully Strikes the vine (AC 36, Hardness 8, 30 HP) severs it, causing the timberweb to fall.
Timberweb Toxin (poison) — Saving Throw DC 34 Fortitude
Maximum Duration 6 rounds
Stage 1 5d6 poison damage and Clumsy 1 (1 round)
Stage 2 6d6 poison damage and Clumsy 2 (1 round)
Stage 3 8d6 poison damage and clumsy 2 (1 round)
Maximum Duration 6 rounds
Stage 1 5d6 poison damage and Clumsy 1 (1 round)
Stage 2 6d6 poison damage and Clumsy 2 (1 round)
Stage 3 8d6 poison damage and clumsy 2 (1 round)
Tree Tether — A creature hit by the timberweb's vine Strike becomes entangled by the sticky fibers, taking a –15-foot penalty to its Speeds for 1 minute or until it Escapes (DC 34) or is cut free (AC 36, Hardness 8, 30 HP). If the target is adjacent to a wooden object of its size or larger, the target is instead Immobilized and stuck to that object until it Escapes or is cut free.
WORKS WELL WITH
WeaverLAND / VERTICALA weaver funnels enemies into the timberweb's tether range, ensuring the speed penalty lands reliably.
CrasherLAND / VERTICALThe timberweb roots slowed foes in place, granting a crasher clean follow-up against immobilized targets.
AnvilLAND / VERTICALThe timberweb slows approaching enemies from above while an anvil holds the line at ground level.
PUNISHES
✖ mobility reliance✖ clumping✖ melee
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Timberweb in the encounter builder — free, no install.
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