Medium Plant, Unaligned
Armor Class 14 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 10 ft., Climb 10 ft.
STR
17 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
1 (-5)
WIS
13 (+1)
CHA
1 (-5)
Damage Resistances Fire, Necrotic
Condition Immunities Blinded, Deafened, Prone
Senses Blindsight 60 ft. (blood sense), Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Blood Sense. The blossom is aware of the presence of any warm-blooded creature within 60 feet of it and can pinpoint any such creature within 30 feet of it. 

False Appearance. While it remains motionless, the blossom is indistinguishable from a large plant.

Leeching Regeneration. Whenever the blossom deals necrotic damage to a warm-blooded creature, the blossom regains hit points equal to half the necrotic damage dealt.

Actions

Tendrils. Melee Weapon Attack: +5 to hit, reach 5 ft., one warm-blooded creature. Hit: 8 (2d4+3) piercing damage plus 14 (4d6) necrotic damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and it takes 14 (4d6) necrotic damage at the start of the blossom's turns. The blossom can have up to four targets grappled at a time.

Description

The bright crimson blood blossom thrives in areas and location rife with death and decay, feeding on the bodily fluids of warm-blooded creatures. Blood blossoms are striking red flowers about the size of a human, which flourish in five-petaled sprouts attached to a mass of red, root-like tendrils which the blossom uses to move and clim up walls. A blood blossom bears four long tendrils ending in needle like protrusions instead of a stigma, which it can use to ensnare and leech blood from its prey. 

Monster Tags: plant

TheGratestPeasent

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