Large Plant, Chaotic Evil
Armor Class 17
Hit Points 200 (20d10 + 30)
Speed 35 ft.
STR
17 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
12 (+1)
WIS
8 (-1)
CHA
8 (-1)
Damage Resistances Bludgeoning from non magical attacks
Senses Passive Perception 14
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Weakening Aura. Any living matter that comes within 30ft of the Astral Plumes has vulnerability to necrotic damage while within 30ft of the Astral Plumes, if the creature had immunity to the damage, it then becomes resistance.

Essence Consumption. Any creature that has a semblance of a soul that dies within 10ft of the plume is absorbed into the plume, the plume gains 3d6 temporary hit points with each essence it absorbs, the plume starts with 1d4+2 essence already consumed

Actions

Plume pollen(recharge 6). Each creature within 30ft of the plume must make a DC 17 Constitution saving throw or take 20 (2d10+5) necrotic damage or half as much on a success, the pollen remains for 1d6 rounds and any creature that starts it's turn in the field must make the constitution saving throw 

Writhing Root. Melee Weapon Attack: +6 to hit, reach 15 ft., 1 target. Hit: 15 (3d10) bludgeoning damage, and if the creature is medium or smaller in size it is grappled by the Plume and is pulled 10ft towards the plume(escape DC17 strength) the creature cannot breath while grappled

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

Astral Plumes are plants that sprouted on the corpses of evil gods of murder and death, eventually growing to sizes of 15ft in length it appears as a large blackish purple flower with long writhing roots attached to a petrified piece of the Dead god they sprouted on floating through the astral plane. Cultists if these dead gods sometimes search for these Plumes to take the petrified stone it roots in, using it's power for its own, though most fail in the attempt.

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.

ThickGatorade

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