Large Plant, Chaotic Evil
Armor Class 12 Natural
Hit Points 150 (15d10 + 75)
Speed 40 ft., It can burrow as a reaction or as a bonus action. , Climb 20 ft. It can climb along all surfaces, but at great risk using its roots. It cannot move very fast in this manner.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
6 (-2)
CHA
4 (-3)
Saving Throws STR +6, CON +6
Damage Vulnerabilities Fire, Force, Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Senses Blindsight 120 ft. (blind beyond this radius), Tremorsense Can sense tremors with is root tendrils as they stretch underground. , Passive Perception 15
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Burrow. The archespore can burrow underground temporarily surfaces. It must appear by bursting through a pod that it spawns without needing to make an ability check. It will do this upon being set on fire or at 10 hit points. 

Poison Pods. Each creature that starts its turn within 5 feet of an exploding archespore pod must make a DC 17 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is poisoned until the end of the turn and takes 2d10 +2 [10] damage. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature will not become poisoned or take poison damage until another pod explodes within 5 feet of the creature. These pods can be forcefully exploded with either fire, or after taking 20 damage. 

Actions

Multiattack. The corpse flower make two bite attacks, one acid spray attack, one bite and one poison thorn attack or two poison thorn attacks. 

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. 

Acid Spray. Melee Weapon Attack: +8 to hit, reach 10 ft., multiple targets. Hit: 9 (2d4 +4) acid damage. 

Poison Thorns. Ranged Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 8 (1d8 +3) poison damage. 

Bonus Actions

As a Bonus Action, it can spawn 3 poisonous pods around it. Which it can choose to burrow into to escape damage or change who its attacking. Or it can explode the pods to deal poison damage to any creature within 5 feet of a pod. 

Burrow. The archespore can burrow underground temporarily surfaces. It must appear by bursting through a pod that it spawns without needing to make an ability check. It will do this upon being set on fire or at 10 hit points. 

Poison Pods. Each creature that starts its turn within 5 feet of an exploding archespore pod must make a DC 17 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is poisoned until the end of the turn and takes 2d10 +2 [10] damage. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature will not become poisoned or take poison damage until another pod explodes within 5 feet of the creature. These pods can be forcefully exploded with either fire, or after taking 20 damage. 

Reactions

Burrow. The archespore can burrow underground temporarily surfaces. It must appear by bursting through a pod that it spawns without needing to make an ability check. It will do this upon being set on fire or at 10 hit points. 

Acid Spray. Melee Weapon Attack: +8 to hit, reach 10 ft., multiple targets. Hit: 9 (2d4 +4) acid damage. 

Description

Archespores appear on ground where particularly cruel crimes have been committed or on the graves of the victims of such crimes. It is less the content of a crime that activates the curse and more the ill-will of those committing an action.

They will attack every living thing in the area, trying to enact justice upon those who activated the curse. They are practically impossible to tell apart from regular large plants, blending in.

They appear in areas where murders, ****, pogroms, and bloody rituals occur. The rumour is that the blood of the innocent fertilizes the soil, allowing Archespores to grow.

Whenever a Archespore appears, multiple plant bulbs appear on the ground nearby, they will be filled with poisonous gas if broken open (they will burst), however when the Archespore retreats underground it can reappear in any of the bulbs, surprising whoever is attacking it.

If they are set on fire, they will retreat underground to smother the flames. They can be troubling if you have to deal with more than one.

Monster Tags: plantmonstrosity

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwamp

Shaman_Vaden

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