Cluster. The average cluster has 2 hit points for each Exeggcute that currently comprises it. For all the rules pertaining to a "cluster" of Exeggcute please see the "Creating a Cluster" section.
The cluster can occupy another creature's space and vice versa, and the cluster can move through any opening large enough for a Tiny Exeggcute.
Psychic Seeds. As a bonus action, the Exeggcute may psychically link with any other Exeggcute within 10 feet of itself. Psychically linking with another Exeggcute forms a cluster of that many Exeggcute (see "Creating a Cluster"). This link is broken if it is ever more than 10 feet away form the other Exeggcute.
Multiattack. The Cluster makes one Barrage attack for each Exeggcute that currently comprises the cluster.
Barrage. Melee Weapon Attack: +4 to hit, one target. Hit: 1 bludgeoning damage. The Exeggcute may also "throw" itself for this attack, up to a range of 10/30 feet, although this maneuver may separate the Exeggcute from the cluster.
Confusion. For every two Exeggcute that currently comprise the cluster, the cluster may subject one creature within 30 feet of itself to a mild psychic attack. A targeted creature must succeed on a DC 11 Intelligence saving throw or take 2 (1d4) psychic damage.
Hypnosis. The cluster attempts to put a creature or group of creatures to sleep by targeting them with a peculiar psychic gaze. This gaze functions the same way as the spell Sleep, except that the Exeggcute may affect 4 (1d8) hit points of creatures, the creatures must be within 20 feet of the cluster, and the targeted creatures must be able to see the cluster.
Stun Spore. The cluster scatters a cloud of paralyzing powder in a radius of 5 feet for every two Exeggcute that currently comprises the cluster. Each creature in that area must make a DC 10 Constitution saving throw or become paralyzed for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Creating a Cluster of Exeggcute
The stat block of an Exeggcute designates a single one of the egg-like seed creatures, but they are rarely seen individually. Much more often, they appear in groups called clusters, which are typically five to seven psychically linked Exeggcute, close together. A cluster of Exeggcute moves and acts as a single entity, but the discrete nature of its composition means it has some interesting traits. To convert the stat block of a single Exeggcute into a cluster, use the following guidelines.
Mechanically, a cluster is a swarm of distinct creatures instead of abstract ones. Like a swarm, a cluster can occupy another creature's space and vice versa, and can move through any space large enough for a Tiny Exeggcute. Because clusters are psychically linked, a whole cluster can be charmed or frightened by charming or frightening just one composite Exeggcute. A whole cluster is immune to being paralyzed, petrified, knocked prone, or restrained, but each Exeggcute comprising a cluster is individually susceptible. Use your best judgment and the player's intent when it comes to differentiating between whether the whole cluster or individual Exeggcute out to make a given saving throw against those kinds of effects.
Unlike a swarm, the discrete composition of a cluster is recognized by its hit points. A cluster has as many hit points as all the Exeggcute that comprises it, so for every 2 hit points the cluster loses, one of the Exeggcute that comprise it is destroyed. Conversely, for any Exeggcute that get separated from the cluster, the cluster also loses 2 hit points. The cluster may gain hit points if any Exeggcute join or rejoin it. A cluster cannot regain hit points or have temporary hit points as a whole, but any individual Exeggcute comprising the cluster may.
The farthest that one Exeggcute may be from any other while maintaining a cluster is 10 feet. If an individual Exeggcute or a cluster moves within 10 feet of another Exeggcute or another cluster, it may initiate a psychic link to form a (larger) cluster as a bonus action on its turn. However, if an individual Exeggcute moves 10 feet away from any other Exeggcute that it's linked to, it is automatically separated and becomes its own distinct entiry.
In addition to the strength of a swarm, clustering has several benefits for Exeggcute. For every two Exeggcute that comprise a cluster (or, on average, for every 4 hit points a cluster possesses), it:
- Gains a +1 bonus to its Intelligence.
- May target one additional creature with Confusion.
- May add one additional d8 to the total of hit points of creatures it can affect with Hypnosis.
- Increases the radius of its Stun Spore by 5 feet.
Furthermore, a cluster of Exeggcute gains a Multiattack action, which allows it to use Barrage once for each Exeggcute currently comprising it.
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