Huge Plant, Neutral Evil
Armor Class 18 Natural Armor
Hit Points 426 (45d12 + 112)
Speed 0 ft.
STR
22 (+6)
DEX
8 (-1)
CON
24 (+7)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +11, CON +12, WIS +9
Damage Resistances Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic
Senses Blindsight 15 ft., Tremorsense 60 ft., Passive Perception 19
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Of Denied Nature. The Abyssal Bloom can be seen perfectly while within magical darkness created by Denied Reality, regardless of how far away it is.  The Abyssal Bloom is immune to damage as long as it is not in direct sunlight.

Legendary Resistance (3/day). 3 times per day the Abyssal Bloom may choose to succeed a saving throw that it would fail.

Infected Tar. When struck with slashing damage, the Abyssal Bloom's tar attempts to protect it, granting it temporary hit points equal to half the damage dealt and gaining +2 AC for as long as those temporary hit points exist.  When the temporary hit points are removed, the tar lashes out at the attacker if they are within 30 feet of the Abyssal Bloom.  The attacker must make a DC 18 Dexterity Saving throw or take 2d4 necrotic damage and be poisoned for 1d4 hours.

Frosted Advantage. The Abyssal Bloom's attack rolls get a +1 bonus for each stack of Frostbite on the target (see Lair Actions for Frostbite status effect).

Tear Reality (Mythic Trait; Recharges after a Short or Long Rest). When the Abyssal Bloom reaches 0 hit points it does not die or fall unconscious.  It instead regains half of its hit points and it's attacks and abilities are enhanced.  Its AC is increased by 2 and no fires can be lit within 60 ft. of it.

Actions

Multiattack. The Abyssal Bloom makes three attacks with its vines.  It can replace one of these attacks with its Crush or its Bitter Frost.

Vines. Melee Weapon Attack: +11 to hit, reach 40 ft., 1 target. Hit: 18 (2d10 + 6) bludgeoning damage and moves the target 20 ft. towards it, or in any direction if the Abyssal Bloom is within its lair.  When the Abyssal Bloom's Mythic Trait is active this also does an additional 3 (1d4+1) cold damage.

Crush. Melee Weapon Attack: +11 to hit, reach 5 ft., up to 3 targets if they are all within 5 ft. of each other.  Hit: 26 (3d12+6) bludgeoning damage.  If the Abyssal Bloom's Mythic Trait is active the targets must also succeed a DC 18 Constitution save or be incapacitated during their next turn.

Bitter Frost. The Abyssal Bloom strengthens the cold in the area around it.  Each creature within 15 ft. of the Abyssal Bloom with Frostbite stacks must succeed on a DC 12 Constitution save, with the DC being increased by 2 for each stack of Frostbite.  If they fail they take 3 (1d4+1) cold damage.  When the Abyssal Bloom's Mythic Trait is active, this deals 5(2d4+1) damage on a failed save and half as much on a successful one, with the creatures also gaining a stack of Frostbite if they fail.

Abyssal Blizzard (Recharge 5-6). Each creature in a 40 ft. radius of the Abyssal Bloom must make a DC 20 Constitution save, taking 28(8d6) cold damage, gaining a stack of Frostbite, and being restrained by frozen tar on a failed save and only take half as much damage on a successful one.  Creatures who are poisoned automatically fail this saving throw and have vulnerability to the damage dealt due to the tar in their body freezing them in place.  When the Abyssal Bloom's Mythic Trait is activated, recharge this ability.  It now kills people who would fall unconscious to this ability, freezing them solid in ice.

Legendary Actions

The Abyssal Bloom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Abyssal Bloom regains spent legendary actions at the start of its turn.

Sheer Cold (Costs 1 Action). The Abyssal Bloom forces a creature wielding a metal weapon, shield, or armor to make a DC 16 Constitution Saving throw (increased by 1 for each stack of Frostbite) or take 5 (2d4+1) cold damage.  If the item was a shield or weapon they must drop the item or take this damage again at the start of their turn.

Infect (Costs 1 Action). The Abyssal Bloom deals 9 (3d4) necrotic damage to each creature within 120 ft. of it that is suffering from the poisoned condition.

Snuff Out (Costs 1 Action). The Abyssal Bloom puts out all fires within 60 ft. of it, including magical fire.  Creatures within 10 ft. of the Abyssal Bloom suffer from the effects of the Silence spell until its turn.

Mythic Actions

The Abyssal Bloom may use these as Legendary Actions when its Mythic Trait is active.

Shattering Cold (Costs 1 Actions). The Abyssal Bloom forces a creature wielding a metal weapon, shield, or armor to make a DC 16 Constitution Saving throw (increased by 2 for each stack of Frostbite) or take 5 (2d4+1) cold damage.  If the item was a weapon they must drop the item or take this damage again at the start of their turn.  If the item was a shield or armor, the next time that player is hit by bludgeoning damage the AC bonus given by the armor or shield is reduced by 2.

Frozen Tar (Costs 2 Actions). The Abyssal Bloom deals 9 (3d4) cold damage to each creature suffering from the poisoned condition within 120 ft. of it.

Suffocating Silence (Costs 2 Actions). Each creature within 20 ft. of the Abyssal Bloom suffer from the effects of the Silence spell until its turn.

Lair and Lair Actions

The Abyssal Bloom resides deep underground, in a lair filled with bitter cold and tar afflicted vines.  It can sense everything that walks among its vines and will retaliate if it deems them dangerous.

Lair Actions

On initiative count 20 (losing initiative ties), the Abyssal Bloom takes a lair action to cause one of the following effects; the Abyssal Bloom can’t use the same effect two rounds in a row:

  • Each creature must make a DC 12 Constitution save.  On a failed save that creature takes 3 (1d4+1) cold damage and gains a stack of Frostbite.  Frostbite reduces the fire damage that creature takes from any source by 1d4, reduces their movement speed by 5 feet, and increases the cold damage they take from any source by 1d4.  If a creature's movement speed is reduced to 0 by Frostbite, they die.  Each stack of Frostbite increases the DC of this save by 2.  Frostbite can be removed with a Lesser Restoration Spell
  • 3 creatures within 120 ft. of the Abyssal Bloom must make a DC 18 Dexterity or Strength save or be restrained by it's burrowing vines.  A creature must repeat this save at the end of its turns, breaking free on a success.  If a creature fails three saves in a row, they pulled underground.  If they are not saved within 1 minute, they are killed by the Abyssal Bloom.  A creature may make DC 22 Strength check to attempt to pull someone out of the ground.  There is no longer any danger of death if the Abyssal Bloom is killed, however they might suffocate.

Regional Effects

The region containing a legendary Abyssal Bloom’s lair is filled with afflicted vines and bitter cold, which creates one or more of the following effects:

  • The Abyssal Bloom has tremor sense out to 1 mile
  • Creatures may be asked to make a DC 15 save to avoid being dragged to the ground by these vines.
  • Each creature must make a save for the first Lair Action every 1 minute that passes while exploring this region, or every 1 hour while travelling through it.

If the Abyssal Bloom dies, these effects fade over the course of 1d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
5/24/2023 6:02:09 PM
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Coming Soon
5/24/2023 6:06:25 PM
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SanePsycho

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