Grasping Tendrils. The Blighted Vinewrithe can have up to 4 tendrils at a time. Each tendril can be attacked (AC 13; 6 hit points; resistance to poison damage, and vulnerability to fire and necrotic damage). Destroying a tendril deals no damage to the Blighted Vinewrithe, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 13 Strength check against it.
Distress Spores. When the Blighted Vinewrithe's hit points are reduced to half of its total hit points, it can choose to release its spores to rally allies. It summons 2 + 1d4 blighted Myconid Sprouts to aid in the battle. A blighted Myconid Sprouts is the same as a regular Myconid Sprouts, except it does not have access to Rapport Spores.
Multiattack. The Blighted Vinewrithe makes two attacks with its tendrils, and makes one attack with its vinewhip.
Vinewhip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The target is pulled towards the tendril, and is grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Blighted Vinewrithe can't use the same tendril on another target.
On the start of the grappled creature's turn, they take 5 (1d4 + 1) poison damage. The Blighted Vinewrithe regains hit points equal to half the damage done, rounded down. It does not gain this benefit for killing constructs or undead.
Frightening Spores. The Blighted Vinewrithe releases spores in a 5ft range from itself. Those affected by the spores are subjected to horrible visions. A creature must make a DC 11 Wisdom saving throw. On a failed save, the creature becomes frightened until the end of its next turn.
Hypnotic Spores. The Blighted Vinewrithe releases spores in a 5ft range from one of its tendrils. Those affected by the spores see bright, colorful, weaving patterns all around them. A creature must make a DC 11 Constitution saving throw. On a failed save, the creature becomes charmed until the end of its next turn. While charmed by this spell, the creature is incapacitated and has a speed of 0.
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Posted Nov 27, 2022This shouldn't have 90 HP and legendary actions if it's CR2
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Posted Nov 28, 2022Had no idea anyone would ever find this monster on DnDBeyond, but thanks for being here, haha.
Yes, 90hp with LA's is definitely a lot! This monster is intended to be a boss monster for my campaign, that also teaches the new players some mechanics. The party can play into its weaknesses, and if they do, the 90hp is easily shredded. Same goes for the legendary actions!
But the monster it definitely not for everyone, and requires some setup in the campaign for it to work well.
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Posted Nov 29, 2022I'm sure that's all possible, but CR2?
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Posted Nov 29, 2022The monster was created using RPGBot's Monsterizer tools. According to it, it has a defensive CR of 2, and Offensive CR of 1. Average CR is 1.5, rounded 2. But yeah, compared to a simple Bandit Captain or Druid, that's pretty hefty. (Although one might argue that a Dragon Wyrmling is also not in the same ballpark as the aforementioned creatures!)
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Posted Nov 29, 2022Well I'm adding it to my Strahd campaign because blights are either cr 1/8, 1/4, or 1/2.... or cr7 <sigh>
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Posted Nov 30, 2022I'd love more official content on blights, they're great to have as an enemy.
Good luck with your campaign!