Medium Plant, Neutral
Armor Class 13 Natural Armor
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
14 (+2)
Condition Immunities Blinded
Senses Darkvision 30ft, Passive Perception 13
Languages Sylvan can not speak it Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Canopy Camouflage. The rosemar has advantage on Dexterity(stealth) checks made in forest or jungle environments.

Pack Tactics. The rosemar has advantage on an attack roll against a creature if at least one of the rosemar's allies is within 5 ft of the creature and the ally isn't incapacitated.

Speak with Plants. The rosemar can communicate with plants as if they shared a language.

Sun Bathe. If the rosemar is under direct sunlight it recovers 2 hit points at the start of each of its turns.

Actions

Multiattack. The rosemar makes two vine whip attacks.

Vine Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a medium or smaller creature, the roseamar can attempt to grapple it. The target must succeed a DC 13 Strength (athletics) or Dexterity (acrobatics) check or become grappled. Until this grapple ends, the target is restrained, and the rosemar can't attack another target with its vine whip.

Rage Powder (Recharge 5-6). A cloud of pollen bursts from the rosemar's petals. Each creature within 5 ft of it must make a DC 13 Constitution saving throw or become blinded by rage. An affected creature will use every attack they have against the closest living target to them. An affected creature can remake their saving throw at the end of each of their turns.

Sun's Ray (Recharge 6). A beam of brilliant light flashes out from the rosemar's head in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 13 Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded until the rosemar's next turn. On a successful save, it takes half as much damage and isn't blinded by this attack. Undead and oozes have disadvantage on this saving throw.

Reactions

Take Root. This creature resists any effects that would have it move unwillingly.

Description

They have green bodies covered in thorns around a rose bulb for a head. A vine like appendage protrudes out of the back of their heads. Their skin looks like layer upon layer of fresh leaves from the surrounding forest covering the whole body. spikes protrude from where their elbows and knees are.

Pack Hunters. Rosemar live in pods consisting of  anywhere from 4 to 6 individuals. They work together extremely well, employing tactics that involve several of them hiding, waiting to ambush and restrain their targets while the others deal the killing blow.

Watchers. These plant creatures, despite their appearance, are normally harmless to those who do not provoke them or threaten them. Their camouflage abilities make them difficult to spot while in the canopy of the thick and dense forests of the feywild, but if you look closely enough the rosemar can often be seen watching those who travel through their dominion. Those who have become lost in these mazes have told stories of the rosemar showing them to safety in their time of need.

Harvested. The powder created by the rosemar, their rage powder, is highly sought after by many not native to the feywild. It is seen as a very useful tool with any number of beneficial uses. Because of this they have been hunted, captured, and forced to produce their powder. Other creatures and natives of the feywild have begun protecting the rosemar as best they can.

Origin of Magic. The spell known as sunbeam was thought to have been derived from the rosemar and their Sun's Ray ability. Though there is no concrete evidence supporting this claim.

Previous Versions

Name Date Modified Views Adds Version Actions
7/31/2021 5:41:27 AM
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Coming Soon

Monster Tags: plant

Habitat: Forest

FreakLeonidas

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