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Barometz: The Verdant Juggernaut

Barometz: The Verdant Juggernaut
Create

The Barometz is a gargantuan, plant-like creature shaped like a muscular ram or goat, its body composed entirely of dense vegetation. Its “flesh” is a weave of moss, ivy, and bark, with thick, vine-covered legs that end in hoof-like roots capable of crushing boulders. Its massive, twisted horns are crafted from oak-like wood, strengthened with ironwood magic. A faint luminescence shimmers through its green pelt, like sunlight filtering through leaves, and its eyes glow with an amber light, betraying the faint intelligence granted by bound spirits. The creature’s viney skin exudes a sweet aroma of wildflowers and ripened fruit, masking the ferocity of the beast within.

Behavior:
Barometzes are territorial and unrelenting protectors, attacking any creature that threatens their habitat or master. While not inherently aggressive, they are quick to charge at perceived threats with a thunderous burst of force, their horns capable of devastating fortifications or foes. Despite their plant nature, Barometzes graze on invasive weeds and toxic plants, clearing their surroundings of harmful vegetation to nurture their environment. When not engaged in battle or patrolling their domain, they remain motionless, blending into the foliage like a natural statue.

Habitat:
Barometzes thrive in ancient, magical forests or druidic enclaves, often in the heart of untamed wilderness. These habitats are rich with primal energy, teeming with enchanted flora and fauna. A Barometz is always tethered to a central “parent tree” by a long, pulsating vine, which serves as both its life source and anchor. The regions they inhabit are typically shrouded in mystery and heavily protected, either by natural obstacles or the druidic masters who cultivate them.

Modus Operandi:
When intruders venture into their territory, the Barometz initially blends with its surroundings, relying on its natural camouflage to observe or assess the threat. If provoked, it charges with terrifying speed and force, using its massive horns to gore or knock down foes. Its sheer size allows it to trample groups of enemies, while its regenerative abilities make it nearly impossible to defeat unless its parent vine is severed. The Barometz’s tactic is simple yet devastating: overwhelm enemies with brute strength and durability while leveraging its mastery over difficult terrain to outmaneuver less agile opponents.

Motivation:
A Barometz’s primary drive is to protect its habitat and the druids who created it. Bound by primal spirits, it has no personal desires beyond its purpose. However, the spirits within it harbor a deep connection to the natural order, compelling the Barometz to maintain balance and defend its forest from desecration or corruption. For druids, the Barometz is more than a tool—it is a living symbol of the wild’s unyielding power and a testament to their magical mastery.

This combination of imposing presence, unwavering loyalty, and ecological purpose makes the Barometz a truly awe-inspiring force of nature.


Barometz: The Verdant Juggernaut
Create

Large plant, chaotic neutral


Armor Class 15 (natural armor)
Hit Points 180 (16d10 + 96)
Speed 30 ft.


STRDEXCONINTWISCHA
24 (+7)14 (+2)22 (+6)7 (-2)18 (+4)10 (+0)

Saving Throws Con +10, Wis +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 14
Languages understands Sylvan, but can’t speak
Challenge 10 (5,900 XP)


TRAITS

  • Regeneration. The Barometz regains 10 hit points at the start of its turn. If the Barometz takes fire damage, this regeneration does not function on that turn.
  • Fruit of the Land. Upon the Barometz’s death, its body bursts forth with abundant fruit and vegetables. Creatures that spend 10 minutes consuming the produce gain the benefits of a Heroes’ Feast spell (no need for material components). This effect lasts for 8 hours, and if the feast isn’t consumed within an hour, it rots into dirt and leaves.
  • Parent Vine. The Barometz is bound to a nearby tree or large plant by a thick vine. The vine has an AC of 13, 40 hit points, and resistance to all damage except for slashing. If this vine is severed, the Barometz loses its regeneration ability and suffers one level of exhaustion every hour until it dies. The vine’s connection to the Barometz also gives it advantage on saving throws against being charmed or frightened.
  • Wildland Runner. The Barometz is unaffected by difficult terrain created by natural plant life. It can move through any plant-based obstacles without slowing down or taking damage, including magical plant effects like Entangle and Wall of Thorns.

ACTIONS

  • Multiattack. The Barometz makes two attacks: one with its Gore and one with its Hooves.
  • Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 18 (2d10 + 7) piercing damage. If the target is Medium or smaller, they must succeed on a DC 17 Strength saving throw or be knocked prone.
  • Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
    Hit: 14 (2d8 + 7) bludgeoning damage.
  • Trample. (Recharge 5-6)
    The Barometz can use its action to charge forward in a straight line up to 20 feet. Each creature in its path must succeed on a DC 17 Dexterity saving throw or take 28 (4d10 + 7) bludgeoning damage and be knocked prone. On a successful save, they take half damage and aren’t knocked prone.
  • Vine Lash (Recharge 5-6).
    The Barometz extends a thick vine from its back to strike an enemy within 30 feet. The vine makes a melee attack with +8 to hit.
    Hit: 21 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be restrained by the vine for 1 minute. A creature can use its action to make a Strength check against the DC to break free.

LEGENDARY ACTIONS

The Barometz can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Barometz regains spent legendary actions at the start of its turn.

  • Vine Sweep. The Barometz swings its vine to knock opponents back. All creatures within 10 feet must make a DC 17 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be pushed back 10 feet. On a successful save, they take half damage and aren’t pushed.
  • Summon Roots. The Barometz calls forth roots from the ground. Each creature within 15 feet must make a DC 15 Strength saving throw or be restrained by the roots until the end of their next turn.
  • Rejuvenate. The Barometz heals itself for 20 hit points and recharges one of its abilities (Gore, Hooves, or Trample).

TACTICS

  • Ambush Tactics. The Barometz uses its ability to regenerate and its connection to the forest to remain hidden or concealed, waiting until an enemy draws near. It may use its Vine Lash or Trample to surprise enemies.
  • Support from the Environment. The Barometz is often found in primeval forests or sacred groves. It uses the terrain to its advantage, ensuring it can move freely through difficult plant life with its Wildland Runner ability. The Barometz can manipulate the environment using its Vine Lash and Summon Roots to trap or hinder enemies before striking with its Gore and Hooves.
  • Regeneration Strategy. The Barometz often fights to wear down its enemies over time, using its Regeneration to keep itself in fighting shape, while focusing on hit-and-run tactics, retreating and using the cover of trees to heal.

ROLEPLAYING NOTES

  • The Barometz is deeply connected to nature and the forces of the forest. It may be encountered as a guardian of sacred groves or ancient woods, where it defends the balance of the natural world.
  • It may see humanoids and other intruders as threats to the forest it protects, or it could also view them with curiosity if they do not harm its surroundings. It may try to communicate through actions (such as Vine Lash or creating barriers with roots) rather than direct words.

DESCRIPTION
The Barometz is a towering, plant-based guardian shaped like a massive ram, with thick moss and vines covering its large, muscular form. Its glowing amber eyes reveal an ancient intelligence, and its powerful horns seem to grow out of the earth itself, twisted into spirals like oak trees. The Barometz is both a protector of the forest and a fierce opponent for those who threaten its domain. It is capable of using the forest itself to trap and destroy its foes, but will sometimes use its intimidating presence to ward off intruders before combat begins.

Barometz

Barometz
Create

This creature resembles a large horned goat covered in thick green moss. A vine trails from the beast’s udder to a nearby tree. The creature smells of fresh bread and floral grapes.

Large plant, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 20 ft.

STRDEXCONINTWISCHA
16 (+3)11 (+0)18 (+4)5 (-3)16 (+3)13 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Sylvan but can’t speak
Challenge 6 (2,300 XP)

Special Traits

  • Fruit of the Land. When a barometz dies, its body sprouts a myriad of nourishing fruits and vegetables. If a creature spends 10 minutes consuming the produce, it gains the benefits of a heroes’ feast spell for 8 hours. If the feast isn’t consumed within 1 hour, it disintegrates into a mound of dirt and dried leaves.
  • Parent Vine. The barometz is attached to a nearby tree by a thick vine that is between 50 and 100 feet long. The vine has AC 13, 20 hp, and resistance to all damage except for slashing damage. If this vine is severed, the barometz loses its Regeneration trait and suffers one level of exhaustion per hour until it dies.
  • Regeneration. The barometz regains 5 hit points at the start of its turn. This regeneration can only be halted if the barometz’s parent vine is severed, whereupon it loses this trait. The barometz dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Wildland Runner. Difficult terrain composed of forest underbrush, bushes, or vines doesn’t cost the barometz extra movement. In addition, the barometz can pass through magical and nonmagical plants without being slowed by them and without taking damage from them, including plants that are magically created or manipulated, such as those produced by the entangle and wall of thorns spells.

Actions

  • Multiattack. The barometz makes two attacks: one with its gore and one with its hooves.
  • GoreMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
  • HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

About

Born of Fruit. The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants.

A Feast for Kings. The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants.

Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

Barometz: The Verdant Juggernaut
Create

This massive green ramlike creature’s pelt is actually a tangle of vines, and its horns are wickedly sharp wooden branches.

Source Bestiary 4 pg. 16

Originally posted in Archives of Nethys

These massive plant juggernauts were not created by nature, but grown by druids who use them as protectors and dispensers of savage judgment. Pruned into a form resembling a stout ram, a barometz is granted a degree of intelligence by natural spirits bound into its verdant bulk.

Barometzes are typically found in the service of the powerful druids who cultivate them and help them protect sacred primeval forests.


Barometz CR 15
XP 51,200

N Gargantuan plant

Init +5; Senses Low-Light Vision; Perception +27
DEFENSE
AC 31, touch 11, flat-footed 26 (+5 Dexterity, +20 natural, -4 size)

hp 253 (22d8+154)

Fort +20, Ref +12, Will +11

Immune electricity, plant traits
OFFENSE
Speed 40 ft.

Melee gore +23 (5d10+15/19-20)

Space 20 ft., Reach 20 ft.

Special Attacks powerful charge (gore, 10d10+15), trample (5d10+15, DC 31)
STATISTICS
Strength 30, Dexterity 21, Constitution 24, Intelligence 2, Wisdom 15, Charisma 9

Base Atk +16; CMB +30 (+34 bull rush or overrun); CMD 45 (47 vs. bull rush or overrun, 49 vs. trip)

Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (gore), Improved Overrun, Iron Will, Power Attack, Weapon Focus (gore)

Skills Perception +27
ECOLOGY
Environment any forests

Organization solitary or serving druid masters

Treasure none

Growing a Barometz

Barometz: The Verdant Juggernaut

The process of growing a barometz has some similarities to making a construct, but doesn’t require the Craft Construct feat. The process requires five cultivators. Typically, these are powerful druids, though anyone capable of making the required Knowledge checks and casting the required spells may attempt the process.

Growing the body takes 1 year. One creator, typically the creature who becomes the creature’s master, cultivates an oak tree to be harvested for the horns. After harvest, the creator shapes the horns and strengthens them with an ironwood spell. Four cultivators plant four trees and weave a lattice from the branches. This frame supports the stone-and-ivy skin and provides the space in which the plant matter that will make up the barometz can grow. Each cultivator attempts a DC 25 Knowledge (nature) check when forming the body. If one or more of the checks fail, the plant withers and dies and the cultivators must begin anew.

If the skill checks are successful, the cultivators then perform a special ritual within a day of the cultivation. This ritual takes 24 hours to perform and must be led by the creature that is to become the master of the barometz. At the ritual’s climax, there’s a 50% chance that the attempt to create a barometz succeeds —if this final check fails, no appropriate spirit is close enough to answer the call. The plant body rots and the creators must begin anew with fresh materials. At the GM’s discretion, this final chance for success might increase to 75% or even 100% for particularly magical areas where the necessary spirits are more common.

Discovering such a rare and magical site should be the focus of its own adventure.

Barometz CL 15th; Price 80,500

Ritual Requirements Knowledge (nature) 15 ranks, plant growth, entangle, ironwood, summon nature’s ally VII; Skill Knowledge (nature) DC 25; Cost 40,200 gp

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