Huge Plant, Any Chaotic Alignment
Armor Class 13 Natural Armor (Shell)
Hit Points 45 (4d12 + 2)
Speed 5 ft.
STR
14 (+2)
DEX
6 (-2)
CON
18 (+4)
INT
4 (-3)
WIS
4 (-3)
CHA
8 (-1)
Saving Throws CON +6
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Grappled, Prone
Senses Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spread Corruption. Once every hour, a Bud of Ruin will release spores into the air. It may release these spores early if attacked. These spores will slowly taint nearby vegetation, and possibly even creatures, should enough be present. If a creature is in direct contact with a large amount of spores, make a CON saving throw (DC 13). Should the creature fail it's saving throw, it takes 2d8 poison damage. Should the creature's HP be reduced to 0, the creature reanimates as an infected, regaining half it's HP, and works to protect the Bud of Ruin until it is killed again.

Actions

Burrow. The creature spends it's action to slowly burrow under the ground, where only a small portion of it's top will remain. When burrowed, it's AC raises to 17.

Thorny Whip. Melee Weapon Attack: +3 to hit, reach 15 ft., 1 target. Hit: 10 (2d10 + 1) piercing damage. 

Poison Spew. Ranged Weapon Attack: +2 to hit, range 30/60 ft., 1 target. Hit: 9 (2d8 + 3) poison damage.

Bonus Actions

If the Bud of Ruin is burrowed, it may take a bonus action to burrow back out of the ground, striking all creatures in a 10 ft radius. All creatures in the area of effect must make a DEX saving throw. On a success, the creature takes no damage. On a failed save, the creature takes 10 (2d8 + 2) bludgeoning damage.

Description

The Bud of Ruin is a plant-like creature, and stands at about 15 ft tall. It shares the same look as the bud of a flower, and can come in about any color. However, the leaves and vines of the creature are always a dark green, with purple veins.

Monster Tags: plant

Iowa_James

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