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The Withering Bole
Boss Dossier · Blighttide Waste

The Withering Bole

once a treant, still guarding

CR 25 Race / Class Giant 20 (Treant, blighted) Location Blighttide Waste Resref btw_witherbole Spawn table 103, 12% · 1–2
Revised: CR 7 → CR 25. Blighttide Waste's real ambient ceiling (excluding a nalfeshnee and a cursed swordsman that share literally identical ability scores with each other - the same copy-pasted stat-stick pattern found padding out several other zones, and excluded for the same reason) lands at CR 23, a genuinely designed death servant. CR 7 was nowhere close. Bumped to Giant 20 (from 7) for CR 25 to clear it with room - the largest single jump of this whole revision pass, appropriate for what was already the tankiest melee threat in the batch.

The Kill

It lost that fight a long time ago and just kept standing.

The Waste wasn't always a waste. Something in the ground turned against the trees that used to mark its border, and the treant that kept them alive fought it for longer than anything rooted in place should have been able to. It lost. It's still standing anyway, bark gone grey and split, roots trailing rot into ground it still, out of habit, won't let anyone past.

Everything the Bole does either builds up on whoever it's touched or changes the ground they're standing on - no repeating damage pulse anywhere in its kit. It's the tankiest melee threat in the batch and the only one whose damage output climbs the longer a fight against it drags on, which is exactly the trap a rooted guardian should be able to set.

Stat Block

Str
34 (+12)
Dex
8 (-1)
Con
27 (+8)
Int
10 (+0)
Wis
14 (+2)
Cha
11 (+0)
HP
331
Nat AC
17

Feats

Power AttackCleaveGreat CleaveToughnessIron WillGreat FortitudeImproved KnockdownKnockdownAlertness

Skills

Hide 10Listen 9Spot 9

The Fight

Rotting Grasp100% – 66% HP

Every 2nd round it reaches for whoever's in melee range and leaves a stacking Blightrot affliction behind rather than a flat hit.

Each stack (up to 4 on the same target) drains 1 Strength that doesn't recover until the fight is over - a slow accumulation, not a burst. A target that stands in melee with it too long starts swinging noticeably weaker.

The stacking-on-contact pattern here is deliberately different from the timed-pulse curses the module's earlier bosses use - there's no save to shrug this one off entirely, only positioning to avoid taking more stacks.

Bramble Roots66% – 33% HP, once + ongoing

Roots itself in place for good the moment it crosses 66% - trading away its own mobility for a damage zone.

Every round from here: anyone within 4m is entangled and takes 2d4 negative energy, and it heals back half of what it deals. A genuine zone-control phase, not another single-target pick.

Combined with Rotting Grasp's Strength drain, standing in melee with it for the middle third of the fight gets progressively worse rather than staying flat.

Bloomrot Burstbelow 33% HP, once, telegraphed

A ring of rotten seed-pods swells around it and detonates on a 2.5-second delay - the only telegraphed hazard in this batch, giving anyone paying attention a real chance to step clear.

4d6 negative energy to anything still within 6m when the pods go off, and a flat 20 HP heal for the Bole regardless of whether they land.

The delay is the point: every other "once, below 33%" trigger in this batch of five fires immediately. This is the one fight that rewards noticing the tell and moving.

Why These Numbers

The base game's stock treant blueprint here originally ran 8 levels of an inflated Giant-class stat stick with only 39 HP - badly under-tuned for its own labeled CR 9. A real SRD Treant is a clean CR 7 at 7 Hit Dice, which is where the first rebuild landed it; the revision to CR 25 scales the same real-treant proportions up to 20 Hit Dice rather than inventing new class fiction - Str, Con, and HP all grow together, the same way every other boss in this pass was scaled.

Every mechanic here was chosen to avoid the flat damage-over-time pulse this module's undead casters lean on, and that's untouched by the revision. Rotting Grasp stacks rather than pulses, Bramble Roots is a standing zone rather than a repeating single-target snare, and Bloomrot Burst is the only telegraphed, dodgeable hazard in the whole set of five - a guardian that lost a slow war should feel like slow, mounting pressure rather than a countdown timer.

How He's Wired

btw_witherbole.utc Giant 20, CR 25, HP 331 ScriptSpawn = btw_wb_spawn (chains j_ai_onsp_leader) ScriptEndRound = btw_wb_round (chains j_ai_oncombatrou) ScriptDeath = btw_wb_death (chains bele_ondeath) btw_wb_inc.nss shared blight logic, DelayCommand telegraphs Bloomrot Burst sparky_enc.nss case 103 "v2, always, 12, creature, btw_witherbole, 1-2, random, 1, 1, 1" blighttidewaste.git sparky_variables placeable -> enc02 = 103 (enc01 already in use: 93) CR revision delivered via boss_cr_rebalance_import.erf (blueprint only - none of the three scripts changed)

Loot & Placement

VarMeaningValue
BOSSbypasses the drop-rate roll entirely1
LOOPSloot generation passes2
CLEARinventory cleared before filling1
TYPEitem category rolled26 (Boss Drop)