Small Plant (Any Race), Neutral
Armor Class 10 natural armor
Hit Points 24 (4d8)
Speed 20 ft., Burrow 20 ft., Climb 10 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
16 (+3)
Saving Throws CHA +5
Condition Immunities Blinded, Deafened, Exhaustion, Prone
Senses Passive Perception 10
Languages knows the same languages as whatever body it is controlling
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

corpse absorption.  this small creature can take over any corps it attaches to and gains half of the original hit points as well as half of the ability scores of the corpse, though it does take time to assimilate each new corps

Corpse flower is a 5th level caster

Commune with Nature.

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

 Wrath of Nature

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone

 

Thorn Whip.

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

Tree stride

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

 

Barkskin. 

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

Actions

multiattack. this moss like creature can slam twice per turn

slam. the moss curls up into a ball and hardens its self as it slams into its enemy dealing 5 (2d4) blugeon damage

rock throw. the moss picks up a rock and throws it 10ft dealing 4 (1d6) damage

Reactions

Camouflage. when attacked the mass can attach itself to the floor or wall and blend into what ever color it is and move up to half its movement speed away without causing opportunity attack

Description

these mossy creatures are very cute and mindless in nature however if it decides to leach on to a copse and take it over they can gain a better understanding of existence. if it takes over multiple corpses then the creature will become self aware and choose what ever alignment its last corpse was (true neutral in nature) 

Previous Versions

Name Date Modified Views Adds Version Actions
7/17/2023 12:48:39 PM
2
0
A
Coming Soon

Habitat: Forest

Soul_Form

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