Tiny Plant, Neutral Evil
Armor Class 13 Natural Armor
Hit Points 30 (3d12 + 3)
Speed
STR
1 (-5)
DEX
1 (-5)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Damage Vulnerabilities Fire, Radiant
Condition Immunities Blinded, Charmed, Frightened, Prone
Senses Blindsight 120ft (blind beyond this point, Passive Perception 10
Languages Deep Speech, Telepathy 120ft
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Rejuvenation. When the plant dies, it returns to life in the place where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison.
Casting Remove curse or any curse dispelling effect reverts this to a normal plant.
False Appearance. until the plant moves it appears as a regular plant in its general area (sapling in a forest setting, nearby crops on a farm, wildflowers in a field. etc. etc.)

Actions

Toxic needles - cursed plant fires needles at target dealing 1d4 piercing damage on hit, and 1d4 necrotic damage on failed save (con 13) range 5-20

Bonus Actions

Aggressive photosynthesis. Once per day the plant may recover 1D8 hit points

Reactions

Poison spore - cursed plant releases poison spores dealing 2d6 poison on failed save (con 13) 5ft radius

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Description

Cursed plant created by a seedling sprouting from unhallowed ground that was cursed by means of an unconsecrated corpse left to decay in the elements. In some cases it may sprout from a mostly decayed corpse in the form of a grouping of wildflowers.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
11/20/2021 6:17:24 PM
1
1
1
Coming Soon
11/20/2021 6:23:22 PM
1
1
1.5
Coming Soon

Monster Tags: plantmonstrosity

Habitat: CoastalDesertForestGrasslandHillMountainSwamp

GrimmCrusader

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