Eye of Perfect Deception-The plant beast he crafted is a true horror, one must be able to see it to attack. It masks its presence with its hypnotic eye of deception. It can only be harmed by the blind, one with true sight, blindsight, or one who has broken it’s illusion.
Illusion can only be broken by extreme cold as it disrupts the WildGrowth’s ability to concentrate.
Radiant Aura of Sickening- while within 20 feet of the monster, players will take 15 radiant damage per turn, do to the immense amount of radiant energy contained within it.
Any humanoid within 100 feet of the WildGrowth Horror falls under its perfect deception.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Name. Enter the description for your action.
Action Melee Attack- Thorn in your side- Melee Weapon Attack: +20to hit, range 5/10ft ., # 1 target. Hit: #40 (4d12+ 20) [poison type] damage. If an attack is successful, the target must automatically take 20 slashing damage. Target then takes 10 automatic bleeding damage at the start of there next 4 turns.
Action Ranged Attack.-The Vines that sting- RangedWeapon Attack: +20to hit, range 5/30ft., # 1 target. Hit: #40 (4d12+ 20) [poison type] damage. If an attack is successful, the target must automatically take 20 slashing damage and 10 radiant damage.
Reaction Name- Untamed Regeneration-Whenever it is dealt damage it instantly starts healing for have damage dealt to it.
Enter the description for how legendary actions work for your monster here.
Seeds of despair and overgrowth (Costs 0 Actions).
Once on the end of each of it’s opponent’s turns, if it successfully struck the opponent with a melee or range attack, it may awaken the thorn seed it implanted in the target. The seeds takes root in the flesh, doing 15 immediate piercing damage, and if not removed by the end of the following player turn by magic or a 20 or higher medical check, the seed explodes in size consuming the effected part of the body, dealing 40 piercing damage, splitting off of beginning to grow into a new WildGrowth Horror.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Created by the Emerald Scarecrow, lead researcher for the Emerald Wizard, The WildGrowth Horror, is a native carnivorous flower of the LOGAD(Land of Glass and Dreams). The Scarecrow, loving to experiment on biological beings to create the perfect killing machine, used his alchemy skills to improve it. The plant beast he crafted is a true horror, one must be able to see it to attack. It masks its presence with its hypnotic eye of deception. It can only be harmed by the blind, one with true sight, blindsight, or one who has broken it’s illusion.
Illusion can only be broken by extreme cold as it disrupts the WildGrowth’s ability to concentrate.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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