Medium Plant, Lawful Evil
Armor Class 13 Natural Armor
Hit Points 138 (12d12 + 60)
Speed 0 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
8 (-1)
Skills Nature +22
Damage Vulnerabilities Poison
Damage Resistances Bludgeoning, Piercing, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight The Voorqual senses things through the vibrations they make in the air with tiny "hairs" on its stalk and vines, Passive Perception 13
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The Voorqual has advantage on saving throws against spells and other magical effects.

Telepathic Communication. The Voorqual communicates with animals telepathically via ideas instead of language. This allows it to speak with any being, even animals and plants, without understanding their language. It can pick up language as it continues to communicate with a being, but must limit its communication to short phrases thanks to its totally alien thought process. 

Actions

Multiattack. The Voorqual makes 2 attacks with its vines.

Vine Slam. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 16 (3d6 + 6) bludgeoning damage.

Vine Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: The target is restrained until it breaks the grapple.

Consume Life. Instead of one of its attacks, the Voorqual can place an enemy it has grasped in one of its vines into its feeding bowl. This deals 1D4 damage to the target, and the Voorqual gains that amount of HP. If a dead creature enters the feeding bowl, the Voorqual gains life equal to twice that creature's hit dice immediately, and the creature is fully by the end of the round. Only one creature can enter the feeding bowl at a time.

Animate Plants. Instead of its move action, the Voorqual can spend 1D4 HP to magically animate that number of plants it can see within 30 feet. These plants have the same statistics as a Needle Blight, except they have Intelligence and Charisma scores of 1, and they can't speak. An animated plant acts as an ally of the Voorqual and acts on the same initiative as the Voorqual directly after the Voorqual itself. Plants animated by the Voorqual remain animate for 1 day or until they die; until the Voorqual dies; or until the Voorqual takes a bonus action to turn them back into an inanimate plant. Plants then take root if possible.

Reactions

Pacifying Spores. As reaction when attacked, the Voorqual can eject spores that affect all creatures within 5 feet of it. All creatures in range must succeed on a DC 12 Constitution saving throw or be stunned for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Voorqual can use  the following Legendary Action once per round, and only after another creature's turn. 

Enchanting Dance. The Voorqual can force all creatures that can see the Voorqual to make a DC 12 Wisdom saving throw. On a failed save, the creature becomes charmed by the Voorqual until the end of its next turn and is compelled to move its full move speed toward the Voorqual.

Description

The Voorqual is a deity from a world where plants rule and animals are simply food and tools for their convenience. The preeminent form of life in this world, the Voorqual lords its might over its sentient servants and other plants alike. 

The Voorqual is a tall plant that rises from a bulb which grows into a stone-like bowl above-ground. Rising from the bulb is a long stem which is topped with a large black flower with serrated petals. Another stem serpents out from the bulb to a bowl which resides next to the bulb. This bowl is filled with black acidic ichor which dissolves living tissue into food for the Voorqual. From the bottom of the bowl comes viny tendrils which can be used to seize upon food. 

The Voorqual sways consistently in a pattern that resembles a furtive but seductive dance. It can move intelligently, but is tied to the spot in which it is rooted. It is incredibly intelligent and can communicate telepathically with other beings, but its goals are universally the same- to become the pinnacle of power in its domain. 

If its existence is threatened, the Voorqual will seek to infect another with its spirit seed in order to continue its existence. 

Voorquals age extremely quickly, but can live on indefinitely. A bulb or infected creature can become a Voorqual Sapling within 24 hours. Within another week a Voorqual can bloom into a Mature Voorqual, however a Mature Voorqual only has a lifespan of a year. In order to extend that lifespan, a Voorqual must infect a creature.

If an infected creature goes 24 hours without getting rid of the infection, and the Voorqual that infected it is still alive, the Voorqual then gains total psychic control of the creature and will try to get it to return to the Voorqual and step into its feeding bowl. An infected creature will immediately perish when entering the feeding bowl, and the Voorqual will gain temporary HP equal to its max HP. Additionally, the Voorqual's lifespan will extend by another year. 

Lair and Lair Actions

If a Voorqual bulb is planted and fed enough animal matter, it can quickly grow into a Sapling. Once it's in its Sapling form it starts to affect its surroundings. The air surrounding it grows so thick with humidity that a fog forms. Mold starts to take over the surrounding area and a sweet smell pervades the immediate area from the acids of the feeding bowl. Additionally, ground in the surrounding area is layered with vines and roots.

Lair Actions

On initiative count 20 (losing initiative ties), the Voorqual takes a lair action to cause one of the following effects; the Voorqual can’t use the same effect two rounds in a row:

  • Phylogenetic Tendrils. The Voorqual can animate the vines in its lair to obstruct enemies and trap prey. The whole floor of the lair becomes difficult terrain except for those charmed by the Voorqual. At the start of their turn, creatures must make a DC 12 Dexterity saving throw or become restrained for the rest of their turn.
  • Crimson Fog. This ground fog makes it difficult for characters to move. Characters must succeed on a DC 12 Strength saving throw or they are restrained until the end of their next turn. 

Regional Effects

The region containing a Voorqual’s lair is infused with weird dark life, which creates the following effects:

  • Plants within a mile of the Voorqual will undulate weirdly in time with the dance of the Voorqual. 
     
  • A thick ground fog is present within a mile of the Voorqual.

If the Voorqual dies, these effects fade over the course of 1d4 days.

Habitat: ForestSwampUnderdark

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