Gargantuan Plant, Chaotic Evil
Armor Class 23 Natural Armor
Hit Points 907 (55d20 + 330)
Speed 45 ft.
STR
20 (+5)
DEX
18 (+4)
CON
23 (+6)
INT
22 (+6)
WIS
30 (+10)
CHA
28 (+9)
Saving Throws INT +15, WIS +19, CHA +18
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison
Senses Darkvision 300 ft, Tremorsense 300 ft, Truesight 300 ft, Passive Perception 18
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Blood Thirst. When Corpsebloom does physical damage to a creature he heals for half of the damage dealt.

Noxious Gas. At all times Corpsebloom is covered in a thick cloud of parasitic fungal spores. Any target creature that comes within 10ft of him must make a DC 22 Constitution saving throw. On a failed save the afflicted creature will become poisoned and gain one level of exhaustion. The exhaustion will continue to stack every turn unless the save is passed. On a success, nothing happens. This saving throw can be rerolled at the beginning of every turn.

Horrifying Visage. Each non-fungal creature within 45ft of Corpsebloom must make a DC 23 Wisdom saving throw or be frightened for 1 minute.

Magic Resistance. Corpsebloom has advantage on saving throws against spells and other magical effects.

Anti-Magic Sphere. Any magical attack against Corspebloom is negated within 10ft of him.

Legendary Resistance (6/day). If Corpsebloom fails a saving throw, it can choose to succeed instead.

Fungal Reanimation. Any creature that dies by Corpsebloom or his minions is resurrected as a mushroom soldier.

Spellcasting. Corpsebloom is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 23, +14 to hit with spell attacks). Corpsebloom has the following spells prepared:
Cantrips (at will): [Acid Spray], [Chill touch], [Infestation], [Lightning Lure], [Mold Earth] 
1st level (Infinite): [Earth Tremor], [Fog Cloud], [Ice Knife], [Hideous Laughter], [Ray of Sickness], [Thunderwave],

3rd level (Infinite): [Lightning Bolt], [Remove Curse], [Slow], [Thunder Step], [Vampiric Touch], [

4th level (Infinite): [Black Tentacles], [Blight], [Elemental Bane], [Hallucinatory Terrain], [Phantasmal Killer], [Sickening Radiance]

5th level (9 slots): [Cloudkill], [Enervation], [Hold Monster], [Negative Energy Flood], [Steel Wind Strike], [Wall of Force]

6th level (8 slots): [Circle of Death], [Disintegrate], [Eyebite], [Flesh to Stone], [Mental Prison]

7th level (7 slots): [Crown of Stars], [Finger of Death], [Forcecage], [Power Word Pain], [Prismatic Spray]

8th level (6 slots): [Incendiary Cloud], [Maddening Darkness]

9th level (5 slots): [Psychic Scream], [Weird], [Gate]

Actions

Action Name. Corspebloom can attack up to five times.

Limb Spear. Melee Weapon Attack: +14 to hit, reach 50 ft., one target. Hit: 38 (4d12 + 12) piercing damage plus 23 (2d10 + 12) poison damage. 

Fungal Prison (Recharge 3-4). Up to 5 creatures within 90 ft of Corspebloom's choosing will be subject to a DC 23 Strength saving throw. On a failed save the target, the creature is enveloped in a fungal prison the wraps around their whole body grappling, blinding, and deafening them. The target creature will be drained for 22(5d8) Necrotic damage. The save can be rerolled at the beginning of their turn.

Spore assimilation (Recharge 3-4). Corpsebloom will rapidly eject a plethora of fungal spores into the air creating three separate clouds. These spore clouds have a 15 ft wide radius and have a fly speed of 20 ft. Any creature caught inside of the spore cloud must make a DC 23 Wisdom saving throw or become controlled. The saving throw can be rerolled at the beginning of the affected creature's turn. Cannot be controlled more than once per day.

Solar Surge (Recharge 6). For two turns Corspebloom will center his focus on absorbing all available light surrounding himself. While in this charging state all attacks against him will have advantage. After becoming fully charged he will discharge a beam of pure energy with a 15 ft radius. All creatures in this beam must make a DC 28 Dexterity saving throw. On a failed save 121(15d10 + 40) force damage is taken. 

Legendary Actions

Corspsebloom has 5 legendary actions.

Limb Spear (Costs 1 Action). Corpsebloom can make one limb spear attack.

Movement (Costs 1 Action). Corspebloom can move up to his walking speed.

Raise Followers (Costs 2 Action). Planted spores will grow into soldiers.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Swamp

platnate

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