Huge Plant, Typically Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 138 (12d12 + 60)
Speed 0 ft.
STR
20 (+5)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Skills Persuasion +7
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Prone
Senses Passive Perception 13
Languages Common, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Blood Frenzy. The Chlorobastard has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

False Appearance. While the Chlorobastard remains motionless, it is indistinguishable from a normal, if large, plant.

Siege Monster. The Chlorobastard deals double damage to objects and structures.

Otherworldly. The Chlorobastard is also considered an aberration for the purposes of spells and other effects.

Actions

Multiattack. The Chlorobastard makes two Tentacle attacks. It can also use its bite and gun.

Tentacle. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the Chlorobastard can’t use this tentacle on another target. The Chlorobastard has four tentacles.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the Chlorobastard, and takes 10 (3d6) acid damage at the start of each of the Chlorobastard’s turns.

The Chlorobastard’s gullet can hold up to two creatures at a time. If the Chlorobastard takes 20 damage or more on a single turn from a creature inside it, the Chlorobastard must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the Chlorobastard. If the Chlorobastard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Gun. Ranged weapon attack: +3 to hit. Range 40/120 ft, one target. Hit: 8 (2d8) piercing damage

Uproot. Special action. Once per battle, the Chlorobastard can uproot itself or remove itself from its container. When it does, it regains 69 (6d12 + 30) HP and its speed is increased to 30 ft. If it doesn’t re-root itself in soil within 24 hours, the Chlorobastard dies.

Description

Inspired by the monster of the 1986 film, Little Shop of Horrors.

We made this stat block over on our podcast: Creature Crunch. Available wherever you get your podcasts.

The_Best_Disguise

Comments

Posts Quoted:
Reply
Clear All Quotes