Blighted Mutation. The blight beast has multiple body parts that can be targeted separately to weaken it, and limit it's actions. A creature that does not target a specific body part instead targets the body part with the lowest hit points. The blight beast cannot be destroyed if any of these segments has at least 1 hit point remaining.
Blight Hand (2). 20 HP (2d8+10). If a Blight Hand has been destroyed, the Blight Beast gains the Vine Grip attack.
Blight Arm (2). 25 HP (3d8+10). A Blight Arm cannot be targeted until the related Blight Hand is destroyed. If a Blight Arm has been destroyed, the Blight Beast loses the Branch attack, and gains the Vine Slap attack.
Blight Root . 30 HP (4d8+10). If the Blight Root has been destroyed, the Blight Beast's movement speed drops to 0, it loses the Leech of Life action, and gains the Creeping Darkness action.
Blight Head. 35 HP (5d8+10) If the Blight Head has been destroyed, the Blight Beast loses the Bite attack, and gains the Constrict attack.
Multiattack. The blight beast may make two branch attacks, one for each arm.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) piercing damage and the target must make a Constitution saving throw against a DC of 12. On a failed save the target takes an additional 5 (1d8) Necrotic damage.
Branch. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage and 6 (1d4+4) piercing damage.
Needles. Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit: 8 (2d6) piercing damage.
Leech of Life (Recharge 5-6). If the Blight Beast has not taken Radiant damage since the end of its last turn it may regrow one of its body parts, regaining 20 (4d8) hit points for the chosen piece.
Vine Grip. Melee Weapon Attack. +6 to hit, reach 30 ft., one target. Hit: 10 (1d8 + 4) bludgeoning damage, and a Huge or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can’t constrict another target with this vine. A creature that ends its turn restrained by the vine takes 2 (1d4) bludgeoning damage. The blight beast may only use this attack if it has lost a blight hand.
Vine Slap. Melee Weapon Attack. +6 to hit, reach 30 ft., one target. Hit: 14 (2d8 + 4) slashing damage, and a Huge or smaller target is knocked prone. The blight beast may only use this attack if it has lost a blight arm.
Constrict. Melee Weapon Attack. +6 to hit, reach 5 ft., a restrained target. Hit: 14 (2d8 + 4) bludgeoning damage and the target must make a Constitution saving throw against a DC of 12 or else take an additional 5 (1d8) Necrotic damage. On a hit the escape DC for the restrained target increases by 1. The blight beast may only use this attack if it has lost its blight head.
Creeping Darkness (Recharge 5-6). The blight beast summons either: 3 twig blights, 2 needle blights, or 1 vine blight which appear in a space within 30 feet of the blight beast. The blight beast may only use this ability if it has lost its blight root.
The blight beast is a horrific creature that perverts a forested grove entirely, combining each bit of nature into a monstrous frame that threatens to devour and corrupt all in it's path. It resembles a blackened tree with sharpened angles that give it an almost humanoid appearance. These branches and needles all twist together to it's form, but it seems almost as if it is made of many parts that are merely held together by grasping vines.
Lair and Lair Actions
The blight beast can only be formed in a place already corrupted and destroyed by blight, as it is formed by vine, twig, and needle blights. This undulating mass of blight becomes the beast's lair.
On initiative count 20 (losing initiative ties), the blight beast may take a lair action to cause one of the following effects:
Blighted Bramble. A 10-foot radius of entangling brambles extend from the blight beast. Any creature in an affected area may make a DC12 Dexterity saving throw or be restrained by the brambles until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. A creature that ends its turn in the bramble must make a DC12 Constitution saving throw or else their speed is reduced by half until the end of their next turn. The brambles disappear is the blight beast chooses any other lair action.
Poisoned Water. Any source of water within 60 feet of the blight beast briefly thickens to a poisonous ichor. Any creature touching the water must make a DC12 Constitution saving throw or else become Poisoned until the end of their next turn. A creature submerged in water makes the save with disadvantage.
Enveloping Darkness. All trees within 150 feet of the blight beast shift to block sources of natural light, encasing the blight beast's lair in darkness. The trees return to their original positions if the blight beast chooses any other lair action.