Huge Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 252 (30d12 + 72)
Speed
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
1 (-5)
WIS
16 (+3)
CHA
1 (-5)
Saving Throws STR +13, CON +12
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Blinded, Deafened, Prone
Senses Blindsight 20ft, Passive Perception 13
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6

False Appearance. While the Giant Spore Rose remains motionless, it is indistinguishable from a normal giant rose.

Legendary Resistance (3/Day). If the Giant Spore Rose fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Giant Spore Rose has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Giant Spore Rose makes Two Vines attack.

Vines. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) Bludgeoning damage, and the target is Grappled (escape DC 21). Until this grapple ends, the target is Restrained. The Giant Spore Rose has five vines, each of which can grapple one target.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature Grappled by the Giant Spore Rose, that creature is swallowed, and the grapple ends. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the Giant Spore Rose, and it takes 28 (8d6) acid damage at the start of each of the Giant Spore Rose's turns.

If the Giant Spore Rose takes 50 damage or more on a single turn from a creature inside it, the Giant Spore Rose must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall Prone in a space within 10 feet of the Giant Spore Rose. If the Giant Spore Rose dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 15 feet of movement, exiting Prone.

Frightening Spores (Recharge 5-6). The Giant Spore Rose ejects spores in a 30 feet radius centered on itself. All creatures in the area, must succeed on a DC 20 Constitution saving throw or be Stunned for 1 minute. Creatures can repeat the saving throw at the end of each of their turns, ending the condition on themselves on a success.

Legendary Actions

The Giant Spore Rose can take 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 Giant Spore Rose regains spent legendary actions at the start of its turn.

Vine Attack. The Giant Spore Rose makes one vine attack.

Bite Attack. The Giant Spore Rose makes one bite attack.

Description

A Giant Spore Rose is a 10 foot tall rose like the flower of the same name. It hides in its center three large leaves with fangs that closes if anything comes near the rose. it has five vines spread out 30 feet from it, hiding in the ground. Giant Spore Rose lives int he feywild and are dangerous foes to anything even the wildest of animals. they feed on their victims and passes to the next in a heartbeat. The name of the creatures comes from its ability to erupt a cloud of spores that stuns creatures around it while it just grabs them and shoves them into their mouth.

Once a Giant Spore Rose has taken roots for a few weeks, it has more control over its environment. as if it was taking over the land where it stood. few people have gone into the lair of a Giant Spore Rose and lived to tell the tale. but those who did, warns of its impending dangers. Evil Druids have often used such creatures to defend their groves.

Lair and Lair Actions

When fighting inside its lair, a Giant Spore Rose can gather nature to take lair actions. On initiative count 20 (losing initiative ties), the Giant Spore Rose takes a lair action to cause one of the following effects:

  • The Giant Spore Rose casts Spike Growth (no components required) on a point it can see within 60 feet of it. This effect last until the next lair action. This effect cannot be taken again, until a different lair action has been taken.
  • Needles shoots anyone 10 feet from a wall or tree. A creature must succeed on a Dexterity saving throw (DC 15) or take 14 (4d6) piercing damage.
  • The Giant Spore Rose Summon two Wood Woads from the nearby trees This Lair action cannot be taken again, until all wood woads are gone.

Monster Tags: plant

Environment: Forest

DnDPaladin

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