Most of the Ascalonian monsters are palette swaps of Pre-Searing monsters. That’s the point, after all, it’s the same place but after the apocalypse. For the sake of keeping the project’s scale somewhat manageable, I have collapsed lots of similar monsters together so, for example, we’re not getting a whole bunch of extra types of grawl, here. Also, I completely forgot oakhearts in the Pre-Searing bestiary, so we’re getting those here.
Tar Behemoth
Large monstrosity, unaligned
Armor Class: 14 (natural armor)
Hit Points: 26 (4d10+4)
Speed: 10 ft.
STR: 15(+2)
DEX: 7(-2)
CON: 12(+1)
INT: 3(-4)
WIS: 10(+0)
CHA: 7(-2)
Saving Throws: STR +4, CON +3
Senses: Blindsight 60 ft., passive Perception 10
Languages: –
Challenge: 1/2 (100 XP)
Actions:
Wild Blow (recharges after a Short Rest). The behemoth makes a single weapon attack against one target within range. If it hits, it is automatically a critical.
Bite. Melee weapon attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) piercing damage.
Bonus Actions:
“I Will Survive!” (recharges after a Short Rest). The behemoth heals 1d10 damage for every condition it currently suffers.
Reactions:
Deflect Arrows (recharges after a Short Rest). The behemoth gets a +5 bonus to AC and DEX saves until the start of its next turn against ranged attacks only. Any ranged attacks aimed at the behemoth that fail to connect will instead hit an adjacent square of the behemoth’s choice. Compare the original attack roll to the AC of whatever creature occupies that square, and if it hits, they are affected by the attack.
Oakheart
Huge plant, True Neutral
Armor Class: 15 (natural armor)
Hit Points: 75 (10d12+20)
Speed: 50 ft.
STR: 18(+4)
DEX: 12(+1)
CON: 14(+2)
INT: 6(-2)
WIS: 15(+2)
CHA: 8(-1)
Damage Resistances: Bludgeoning, piercing, and slashing damage from non-magical weapons.
Damage Vulnerabilities: Fire
Senses: Passive Perception 12
Languages: Understands Sylvan but can’t speak
Challenge: 3 (700 XP)
Actions:
Multiattack. The oakheart makes two attacks with its slam or splinters. One of these attacks may be a Power Shot.
Slam. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.
Splinters. Ranged weapon attack: +3 to hit, range 30/120 ft., one target. Hit: 7 (1d12+1) piercing damage.
Power Shot (recharges 4-6). Ranged weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 14 (2d12+1) piercing damage.
Energizing Wind (recharges after a Long Rest). Nature ritual. The oakheart causes a wind to blow through that gives furious energy to its allies. All allies within 30 ft. that the oakheart can see have all abilities recharged by die roll or a Short Rest refreshed. Any ally affected by Energizing Wind who uses an ability can only refresh that ability after a Long Rest.
Barbed Trap. Trap. The oakheart causes splintery thorns to grow from the ground, creating a deadly trap. Anyone who enters the affected 5-foot square must make a DC 12 Dexterity save. They take 8 (1d8+4) piercing damage and lose 10 ft. of movement speed on a failure, or half that with no movement loss on a success.
Singed Oak
Huge plant, Neutral Evil
Armor Class: 15 (natural armor)
Hit Points: 75 (10d12+20)
Speed: 50 ft.
STR: 18(+4)
DEX: 12(+1)
CON: 14(+2)
INT: 6(-2)
WIS: 15(+2)
CHA: 8(-1)
Damage Resistances: Bludgeoning, piercing, and slashing damage from non-magical weapons.
Senses: Passive Perception 12
Languages: Understands Sylvan but can’t speak
Challenge: 2 (450 XP)
Actions:
Multiattack. The singed oak makes two attacks with its slam or splinters.
Slam. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.
Splinters. Ranged weapon attack: +3 to hit, range 30/120 ft., one target. Hit: 7 (1d12+1) piercing damage.