Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 8807524" data-attributes="member: 6915329"><p>We had a giant animal yesterday, so now some giant plants. This article is a mix of giant-sized but otherwise real carnivorous plants and completely fantastic plants. Most of the plants in this article are sessile, making them almost more like traps than proper monsters. As such, they are best used in surprise attacks; after all, if the party knows they’re there, they can just back out of range and lob ranged attacks.</p><p></p><p>Since these guys are plants, they don’t get the Signs and Behaviors and whatnot. And since they’re short statblocks, I’m including three of ‘em in this entry.</p><p></p><p>First is the <strong>giant bladderwort</strong>. Apparently, real bladderworts (genus <em>Utricularia</em>; found worldwide except in Antarctica) are incredibly sophisticated plants and can snap up prey in mere milliseconds by literally vacuuming it into their bladders and digesting it almost immediately. They’re not really dangerous to anything bigger than a couple of millimeters long <em>at most</em>, though, and most go after <em>much</em> smaller animals, the type measure in micrometers. The giant ones, of course, can go after adventurers.</p><p></p><p>Then there is the <strong>giant rainbow plant</strong>, (genus <em>Bylbis</em>; native to Australia and New Guinea), which has stems that are covered in sticky, shimmering mucilage. It glimmers colorfully in the light, hence its name. The real plant waits for mosquitos and other such creatures to land on it, thinking the mucilage is a treat, then get stuck and die from exhaustion or suffocation. As is usual, the giant version is a bit more proactive when it comes to securing prey. Wikipedia says that these plants may not be true carnivorous plants. They seem to have a somewhat symbiotic relationship with a type of true bug, where the bug eats the insects caught by the plant and the plant “feeds” on the bug’s waste. So maybe giant rainbow plants have a similar relationship with, I dunno, harpies.</p><p></p><p>Finally, there’s a fantastic plant, the <strong>bloodflower</strong>. D&D had a lot of blood-drinking plants: bloodthorn, bloodroot, bloodrose, and for a change of pace, the vampire rose. It’s one of those plants with white flowers that turn red as they fill up with blood. I’m using the picture of the vampire rose from the Mystara MC appendix</p><p></p><p>One strange thing I’ve noticed. Supposedly “mindless” creatures—for instance, shriekers, animated objects—are often immune to the fatigue condition, but not to <em>strife</em>. One would think that something with Intelligence and Charisma of 1 would be immune to metal stress. What gives?</p><p></p><p></p><p>[ATTACH=full]264638[/ATTACH]</p><p>image taken from <a href="https://carnivorousplantresource.com" target="_blank">carnivorousplantresource.com</a></p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Giant Bladderwort</span></span></strong></p><p>The Dragon’s Bestiary, Dragon Magazine #167</p><p>Created by Gregg Chamberlain</p><p></p><p>Giant bladderworts is a rootless, floating water plant that can be found drifting just below the surface of the water in swamps and stagnant lakes. They can sometimes be distinguished by the small pollinating flowers that grow above the water’s surface. While the plant itself can’t move on its own, its long stems—each of which may grow as much as 50 feet long—are capable of weak movement. Each stem is covered in small “bladders,” transparent membranes that are covered in sensory trigger hairs. The bladders are under a negative pressure—effectively, a partial vacuum—so when a whisker is disturbed, the bladder opens and the water and anything else in it is sucked in with alarming speed and force. When the meal it vacuums up is completely dissolved, the bladder spits out everything else. The waters under a giant bladderwort may be covered in treasure.</p><p></p><p>A single bladderwort can cover an area 100 feet across, making it a very wide-reaching danger. It lacks a central stem</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Giant Bladderwort</span></span></strong></p><p><strong>Gargantuan plant</strong></p><p>Challenge 3 (750 XP)</p><p><strong>AC</strong> 13 (natural armor)</p><p><strong>HP</strong> 60 (8d12+8; bloodied 30)</p><p><strong>Speed</strong> 0 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 13 (+1)</p><p><strong>INT</strong> 1 (-5) <strong>WIS</strong> 6 (-2) <strong>CHA</strong> 3 (-4)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Damage Resistances</strong> bludgeoning, piercing</p><p><strong>Damage Immunities</strong> acid, fire</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned</p><p><strong>Senses</strong> tremorsense 30 ft., passive Perception 8</p><p><strong>Languages</strong> —</p><p><strong><em>False Appearance.</em></strong> While motionless, the bladderwort is indistinguishable from normal swamp palnts.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The bladderwort makes 4 bladdertrap attacks.</p><p><strong><em>Bladdertrap. </em></strong>The bladderwort targets a Medium or smaller creature within 10 feet of one of its bladders. That creature must make a DC 14 Strength saving throw or be sucked into the bladder and be grappled (escape DC 14). While grappled, the creature is restrained, can’t breathe, and takes 7 (2d6) ongoing acid damage.</p><p>A trap may be targeted by attacks. It has AC 13, 10 hit points, and is immune to fire, acid, and bludgeoning damage. When the bladder is dealt damage while it is grappling, it takes half the damage (rounded down) and the other half is dealt to the grappled target. Each trap can only grapple a single creature at a time, but the bladderwort has as many as 50 bladders. Destroyed bladders are regenerated after 24 hours.</p><p></p><p>*</p><p></p><p>[ATTACH=full]264637[/ATTACH]</p><p>image taken from <a href="https://carnivorousplantresource.com" target="_blank">carnivorousplantresource.com</a></p><p></p><p><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)"><strong>Giant Rainbow Plant</strong></span></span></p><p>The Dragon’s Bestiary, Dragon Magazine #167</p><p>Created by Gregg Chamberlain</p><p></p><p>The giant rainbow plant has a woody, trunk-like stem from which grow a cluster of branch-like leaves, each of which ends up in a club-like knob. It secretes globs of sticky mucilage along each of these stems. These globs shimmer like rainbows with opalescent rainbows in sunlight, giving the plant its name—and allowing it to lure creatures in to be attacked.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Giant Rainbow Plant</span></span></strong></p><p><strong>Huge plant</strong></p><p>Challenge 2 (450 XP)</p><p><strong>AC</strong> 12 (natural armor)</p><p><strong>HP</strong> 45 (6d10+12; bloodied 22)</p><p><strong>Speed</strong> 0 ft.</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 15 (+2)</p><p><strong>INT</strong> 1 (-5) <strong>WIS</strong> 6 (-2) <strong>CHA</strong> 3 (-4)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 15</p><p><strong>Damage Resistances</strong> fire; bludgeoning, piercing, and slashing from ranged attacks</p><p><strong>Damage Immunities</strong> bludgeoning</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned</p><p><strong>Senses</strong> tremorsense 10 ft., passive Perception 8</p><p><strong>Languages</strong> —</p><p><strong><em>Sticky.</em></strong> Dozens of thin, mucilage-beaded trigger hairs surround the rainbow plant to a distance of 10 feet. That space is difficult terrain, and creatures in that space have disadvantage on attack rolls, Dexterity ability checks, and Dexterity saving throws.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Dazzle.</em></strong> If it is in bright light, the rainbow plant shimmers. All creatures within 30 feet who can see the rainbow plant must make a DC 12 Wisdom saving throw or become charmed by the plant until the end of its next turn. While charmed, the creature is incapacitated and must use all of its speed to move towards the rainbow plant by the most direct route, not avoiding opportunity attacks or hazards. The creature may repeat its saving throw whenever it is damaged and before entering damaging terrain. If a saving throw is successful or the effect ends for a creature, that creature is immune to any rainbow plant’s dazzle for the next 24 hours.</p><p><strong><em>Stem. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit: </em>7 (1d4+5) bludgeoning damage and the target is grappled (escape DC 15). While grappled, the creature is restrained and the rainbow plant can’t use that stem to attack another creature. If the rainbow plant hits the same target with two or more stem attacks, the creature is also restrained, and while restrained, takes 3 (1d6) ongoing acid damage, and can’t breathe. The rainbow plant has 10 stems.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Stem.</em></strong> The rainbow plant makes a slam attack.</p><p></p><p>*</p><p></p><p>[ATTACH=full]264636[/ATTACH]</p><p>Art by Arnie Swekel</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Bloodflower (Vampire Rose)</span></span></strong></p><p>The Dragon’s Bestiary, Dragon Magazine #167</p><p>Created by Gregg Chamberlain</p><p></p><p>Bloodflowers are thorny bushes with delicate translucent white flowers that resemble wild roses. It blooms both day and night and throughout the entire year. They exude an enticing narcotic perfume that causes those who breathe it in to fall unconscious. The bloodflower then extends a tendril and pierces the creature’s body with its thorns, drinking the creature’s blood until it’s been drained dry, which is what gives the bloodflower its other name—the vampire rose. While it drinks, the bloodflower’s white flowers turn first pink, then blood red.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Bloodflower (Vampire Rose)</span></span></strong></p><p><strong>Small plant</strong></p><p>Challenge 2 (450 XP)</p><p><strong>AC</strong> 13</p><p><strong>HP</strong> 44 (8d6+16; bloodied 22)</p><p><strong>Speed</strong> 0 ft.</p><p><strong>STR</strong> 8 (-1) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 13 (+2)</p><p><strong>INT</strong> 1 (-5) <strong>WIS</strong> 6 (-2) <strong>CHA</strong> 1 (-5)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned</p><p><strong>Senses</strong> tremorsense 10 feet, passive Perception 8</p><p><strong>Languages</strong> —</p><p><strong><em>False Appearance. </em></strong>When motionless, the bloodflower is indistinguishable from a normal flowering plant.</p><p><strong><em>Fragrance.</em></strong> The bloodflower exudes a narcotic fragrance in a 5-foot radius. A creature that enters that area for the first time on its turn or starts its turn there must make a DC 12 Constitution saving throw against poison or fall unconscious for 10 minutes or until another creature uses its action to awaken it. Creatures that don’t need to breathe or sleep are immune.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Thorn Lash. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>6 (1d6+3) damage plus.</p><p><strong><em>Sip Blood.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one unconscious target. <em>Hit: </em>1 damage plus 7 (2d6) necrotic damage, and the bloodflower regains hit points equal to the amount of necrotic damage taken. This attack does not wake the unconscious creature.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8807524, member: 6915329"] We had a giant animal yesterday, so now some giant plants. This article is a mix of giant-sized but otherwise real carnivorous plants and completely fantastic plants. Most of the plants in this article are sessile, making them almost more like traps than proper monsters. As such, they are best used in surprise attacks; after all, if the party knows they’re there, they can just back out of range and lob ranged attacks. Since these guys are plants, they don’t get the Signs and Behaviors and whatnot. And since they’re short statblocks, I’m including three of ‘em in this entry. First is the [B]giant bladderwort[/B]. Apparently, real bladderworts (genus [I]Utricularia[/I]; found worldwide except in Antarctica) are incredibly sophisticated plants and can snap up prey in mere milliseconds by literally vacuuming it into their bladders and digesting it almost immediately. They’re not really dangerous to anything bigger than a couple of millimeters long [I]at most[/I], though, and most go after [I]much[/I] smaller animals, the type measure in micrometers. The giant ones, of course, can go after adventurers. Then there is the [B]giant rainbow plant[/B], (genus [I]Bylbis[/I]; native to Australia and New Guinea), which has stems that are covered in sticky, shimmering mucilage. It glimmers colorfully in the light, hence its name. The real plant waits for mosquitos and other such creatures to land on it, thinking the mucilage is a treat, then get stuck and die from exhaustion or suffocation. As is usual, the giant version is a bit more proactive when it comes to securing prey. Wikipedia says that these plants may not be true carnivorous plants. They seem to have a somewhat symbiotic relationship with a type of true bug, where the bug eats the insects caught by the plant and the plant “feeds” on the bug’s waste. So maybe giant rainbow plants have a similar relationship with, I dunno, harpies. Finally, there’s a fantastic plant, the [B]bloodflower[/B]. D&D had a lot of blood-drinking plants: bloodthorn, bloodroot, bloodrose, and for a change of pace, the vampire rose. It’s one of those plants with white flowers that turn red as they fill up with blood. I’m using the picture of the vampire rose from the Mystara MC appendix One strange thing I’ve noticed. Supposedly “mindless” creatures—for instance, shriekers, animated objects—are often immune to the fatigue[I] [/I]condition, but not to [I]strife[/I]. One would think that something with Intelligence and Charisma of 1 would be immune to metal stress. What gives? [ATTACH type="full"]264638[/ATTACH] image taken from [URL='https://carnivorousplantresource.com']carnivorousplantresource.com[/URL] [B][SIZE=6][COLOR=rgb(65, 168, 95)]Giant Bladderwort[/COLOR][/SIZE][/B] The Dragon’s Bestiary, Dragon Magazine #167 Created by Gregg Chamberlain Giant bladderworts is a rootless, floating water plant that can be found drifting just below the surface of the water in swamps and stagnant lakes. They can sometimes be distinguished by the small pollinating flowers that grow above the water’s surface. While the plant itself can’t move on its own, its long stems—each of which may grow as much as 50 feet long—are capable of weak movement. Each stem is covered in small “bladders,” transparent membranes that are covered in sensory trigger hairs. The bladders are under a negative pressure—effectively, a partial vacuum—so when a whisker is disturbed, the bladder opens and the water and anything else in it is sucked in with alarming speed and force. When the meal it vacuums up is completely dissolved, the bladder spits out everything else. The waters under a giant bladderwort may be covered in treasure. A single bladderwort can cover an area 100 feet across, making it a very wide-reaching danger. It lacks a central stem [B][COLOR=rgb(65, 168, 95)][SIZE=7]Giant Bladderwort[/SIZE][/COLOR] Gargantuan plant[/B] Challenge 3 (750 XP) [B]AC[/B] 13 (natural armor) [B]HP[/B] 60 (8d12+8; bloodied 30) [B]Speed[/B] 0 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 10 (+0) [B]CON[/B] 13 (+1) [B]INT[/B] 1 (-5) [B]WIS[/B] 6 (-2) [B]CHA[/B] 3 (-4) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Damage Resistances[/B] bludgeoning, piercing [B]Damage Immunities[/B] acid, fire [B]Condition Immunities[/B] blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned [B]Senses[/B] tremorsense 30 ft., passive Perception 8 [B]Languages[/B] — [B][I]False Appearance.[/I][/B] While motionless, the bladderwort is indistinguishable from normal swamp palnts. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The bladderwort makes 4 bladdertrap attacks. [B][I]Bladdertrap. [/I][/B]The bladderwort targets a Medium or smaller creature within 10 feet of one of its bladders. That creature must make a DC 14 Strength saving throw or be sucked into the bladder and be grappled (escape DC 14). While grappled, the creature is restrained, can’t breathe, and takes 7 (2d6) ongoing acid damage. A trap may be targeted by attacks. It has AC 13, 10 hit points, and is immune to fire, acid, and bludgeoning damage. When the bladder is dealt damage while it is grappling, it takes half the damage (rounded down) and the other half is dealt to the grappled target. Each trap can only grapple a single creature at a time, but the bladderwort has as many as 50 bladders. Destroyed bladders are regenerated after 24 hours. * [ATTACH type="full"]264637[/ATTACH] image taken from [URL='https://carnivorousplantresource.com']carnivorousplantresource.com[/URL] [SIZE=6][COLOR=rgb(65, 168, 95)][B]Giant Rainbow Plant[/B][/COLOR][/SIZE] The Dragon’s Bestiary, Dragon Magazine #167 Created by Gregg Chamberlain The giant rainbow plant has a woody, trunk-like stem from which grow a cluster of branch-like leaves, each of which ends up in a club-like knob. It secretes globs of sticky mucilage along each of these stems. These globs shimmer like rainbows with opalescent rainbows in sunlight, giving the plant its name—and allowing it to lure creatures in to be attacked. [B][SIZE=7][COLOR=rgb(65, 168, 95)]Giant Rainbow Plant[/COLOR][/SIZE] Huge plant[/B] Challenge 2 (450 XP) [B]AC[/B] 12 (natural armor) [B]HP[/B] 45 (6d10+12; bloodied 22) [B]Speed[/B] 0 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 10 (+0) [B]CON[/B] 15 (+2) [B]INT[/B] 1 (-5) [B]WIS[/B] 6 (-2) [B]CHA[/B] 3 (-4) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 15 [B]Damage Resistances[/B] fire; bludgeoning, piercing, and slashing from ranged attacks [B]Damage Immunities[/B] bludgeoning [B]Condition Immunities[/B] blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned [B]Senses[/B] tremorsense 10 ft., passive Perception 8 [B]Languages[/B] — [B][I]Sticky.[/I][/B] Dozens of thin, mucilage-beaded trigger hairs surround the rainbow plant to a distance of 10 feet. That space is difficult terrain, and creatures in that space have disadvantage on attack rolls, Dexterity ability checks, and Dexterity saving throws. [B][U]Actions[/U] [I]Dazzle.[/I][/B] If it is in bright light, the rainbow plant shimmers. All creatures within 30 feet who can see the rainbow plant must make a DC 12 Wisdom saving throw or become charmed by the plant until the end of its next turn. While charmed, the creature is incapacitated and must use all of its speed to move towards the rainbow plant by the most direct route, not avoiding opportunity attacks or hazards. The creature may repeat its saving throw whenever it is damaged and before entering damaging terrain. If a saving throw is successful or the effect ends for a creature, that creature is immune to any rainbow plant’s dazzle for the next 24 hours. [B][I]Stem. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit: [/I]7 (1d4+5) bludgeoning damage and the target is grappled (escape DC 15). While grappled, the creature is restrained and the rainbow plant can’t use that stem to attack another creature. If the rainbow plant hits the same target with two or more stem attacks, the creature is also restrained, and while restrained, takes 3 (1d6) ongoing acid damage, and can’t breathe. The rainbow plant has 10 stems. [B][U]Bonus Actions[/U] [I]Stem.[/I][/B] The rainbow plant makes a slam attack. * [ATTACH type="full"]264636[/ATTACH] Art by Arnie Swekel [B][SIZE=6][COLOR=rgb(65, 168, 95)]Bloodflower (Vampire Rose)[/COLOR][/SIZE][/B] The Dragon’s Bestiary, Dragon Magazine #167 Created by Gregg Chamberlain Bloodflowers are thorny bushes with delicate translucent white flowers that resemble wild roses. It blooms both day and night and throughout the entire year. They exude an enticing narcotic perfume that causes those who breathe it in to fall unconscious. The bloodflower then extends a tendril and pierces the creature’s body with its thorns, drinking the creature’s blood until it’s been drained dry, which is what gives the bloodflower its other name—the vampire rose. While it drinks, the bloodflower’s white flowers turn first pink, then blood red. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Bloodflower (Vampire Rose)[/SIZE][/COLOR] Small plant[/B] Challenge 2 (450 XP) [B]AC[/B] 13 [B]HP[/B] 44 (8d6+16; bloodied 22) [B]Speed[/B] 0 ft. [B]STR[/B] 8 (-1) [B]DEX[/B] 16 (+3) [B]CON[/B] 13 (+2) [B]INT[/B] 1 (-5) [B]WIS[/B] 6 (-2) [B]CHA[/B] 1 (-5) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 13 [B]Condition Immunities[/B] blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned [B]Senses[/B] tremorsense 10 feet, passive Perception 8 [B]Languages[/B] — [B][I]False Appearance. [/I][/B]When motionless, the bloodflower is indistinguishable from a normal flowering plant. [B][I]Fragrance.[/I][/B] The bloodflower exudes a narcotic fragrance in a 5-foot radius. A creature that enters that area for the first time on its turn or starts its turn there must make a DC 12 Constitution saving throw against poison or fall unconscious for 10 minutes or until another creature uses its action to awaken it. Creatures that don’t need to breathe or sleep are immune. [B][U]Actions[/U] [I]Thorn Lash. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]6 (1d6+3) damage plus. [B][I]Sip Blood.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one unconscious target. [I]Hit: [/I]1 damage plus 7 (2d6) necrotic damage, and the bloodflower regains hit points equal to the amount of necrotic damage taken. This attack does not wake the unconscious creature. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
Top