Gargantuan Plant, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 250 (16d20 + 80)
Speed 0 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
3 (-4)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Blinded, Deafened
Senses Blindsight 60 ft., Passive Perception 10
Languages Understands Common and Druidic but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

False Appearance. While the blight remains motionless, it is indistinguishable from a dead tree.

Siege Monster. The blight deals double damage to objects and structures.

Rooted Regeneration. The blight regains 1 Hit Point every 24 hours as long as it's roots are in contact with soil. The Blight only dies if it cannot regenerate.

Uproot and Conquer. When the Bloodroot Tree is reduced to 0 hit points and the Awakening Ritual has been completed, it uproots itself and is imbued with a dark and evil sentience. It's sap turns to a viscous blood that no longer catches on fire, and the Bloodroot Tree's awakened form appears within 5 feet of it's previously occupied space. It's initiative count doesn't change.

Actions

Multiattack. The Blight makes two attacks with it's Grasping Roots.

Grasping Root. Melee Weapon Attack: +8 to hit, reach 20 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn’t hurt the blight but ends the grapple.

 

Legendary Actions

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

Grasping Roots. The Blight makes a Grasping Root attack.

Call the Spawn (2 Actions). The Blight summons 1d6 Twig Blights, 1d4 Needle Blights, and 1d2 Vine Blights. All of these creatures have half their total hit points and vulnerability to fire damage.

Lair and Lair Actions

The Bloodroot Tree takes root somewhere far from the sun's rays, likely far below the ground. The Blight uses its powers to bring forth dark power to use against foes that fight it. 

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

-Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the blight can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the blight uses this lair action again or when the blight dies.

-A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the blight. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the blight uses this lair action again or when the blight dies.

Previous Versions

Name Date Modified Views Adds Version Actions
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10/22/2020 9:07:12 AM
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