Stench. Any creature that starts its turn within 10 feet of the Vileplumemust succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all Vileplume for 1 hour.
Multiattack. The Vileplume makes three attacks with its acid.
Acid. Ranged Weapon Attack: +4 to hit, reach 15/30 ft., one target. Hit: 14 (2d10 + 3) acid damage.
Giga Drain. The Vileplume attempts to siphon vitality from a creature within 30 feet of itself that it can see. The targeted creature must succeed on a DC 13 Constitution saving throw or take 13 (3d8) necrotic damage. The Vileplume regains a number of hit points equal to the damage dealt.
Sweet Scent. The Vileplume emits a calming scent that dulls the reflexes of its victims. Every creature within 40 feet of the Vileplume must make a DC 13 Constitution saving throw or be poisoned. Attack rolls that target any creature poisoned in this way have advantage. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to Sweet Scent for 24 hours.







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