Fog of War. The bounty flower is created by the spillage of blood during battles. The stench of the blood still remains in the air. All creatures within 120 ft of the flower have disadvantage on Wisdom (perception) checks.
Spider Climb. The bounty flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Corrupted Nyx Energy. The bounty flower is made of nyx energy that has been corrupted beyond reason. Any creature within 15 ft of the flower must make a DC 21 Wisdom saving throw, or suffer 4d4 psychic damage.
Regenerative Sap. The bounty flower regains 20 hit points at the start of each of its turns. Taking fire or cold damage prevents this trait from working. The bounty flower is only killed when it has 0 hit points and its regeneration does not work.
Legendary Resistance 3/day. If the bounty flower fails a saving throw, it can choose to succeed instead.
Multiattack. The corpse flower makes four Tendril attacks.
Tendril. Melee Weapon Attack: + 12; to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 21 (6d6) poison damage.
Harvest the Dead. The bounty flower swallows one unsecured corpse within 15 feet of it, along with any equipment the corpse is wearing or carrying. The flower then regains hit points equal to 5 times the number of hit dice the creature had.
Toxic Burst (recharge 5 - 6). The bounty flower releases an explosion of toxic spores into the air. All creatures in a 30 ft radius of the flower must make a DC 21 Constitution saving throw. On a failure, the creature takes 50 points of poison damage and gain the poisoned condition for one minute. Whilst they are poisoned in this way their movement speed is cut in half. On a success, the creature suffers half the damage and suffer neither of the other effects.
A creature can repeat the saving throw at the end of each of its turns to attempt to end the poisoned condition.
Disruptive Spores. The bounty flower spits spores at a creature casting a spell. That creature must succeed on a DC 21 Constitution saving throw or the spell is lost and the spell slot is consumed.
The bounty flower can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The bounty flower regains all expended legendary actions at the start of its turn.
Tendril. The bounty flower makes one tendril attack.
Animate Moss. The bounty flower causes the nearby plants to come alive, summoning 1d4 Mossdogs to fight at its side.
Summon Giant (Costs 2 Actions). The bounty flower summons a thorn giant to assist in battle. The bounty flower can't have both mossdogs and a thorn giant at the same time. If it uses a legendary action to summon a thorn giant while it has mossdogs, the mossdogs vanish and are replaced by the giant and vice versa. If the flower tries to summon a second thorn giant, the original is destroyed and is replaced by the new one also.
Description
The bounty flower once brought prosperity to the nearby village. A divine gift from Karametra, it caused vegetation to grow rapidly any crops planted flourished.
However, it became corrupted by the Wanderer, in their bid to disrupt the gods' influences on the world. He cause a minor war to break out between the blessed village and its neighbouring village. The resulting bloodshed and corpses caused the flower to become corrupted and its blessing was reversed into a curse. The once prosperous village became barren and nothing would grow.
Lair and Lair Actions
The bounty flower sits surrounded by swampland. The blood of battle has polluted the ground around it, turning the once lush landscape into a pool of a marsh of thick mud that pulls at those who dare to tread too close.
Lair Actions
On initiative count 20 (losing initiative ties), the flower takes a lair action to cause one of the following effects; the flower can’t use the same effect two rounds in a row:
- The flower uses its tendrils to cause the swampland around it to bubble and thicken. All creatures touching the ground 120 ft of the bounty flower must succeed on a DC 15 strength saving throw or become restrained. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The mud returns to its usual thickness if the bounty flower uses this lair action again or when the flower dies.
- The bounty flower spreads mind altering spores around it. All creatures within 60 ft of the bounty flower must succeed on a DC 19 Wisdom saving throw or take 21 (3d12) psychic damage and be subjected to the effects of the hallucinatory terrain spell.
- The bounty flower spreads 1d6 explosive pods around to unoccupied spaces within 60 ft of it. These pods explode when a creature moves within 10 ft of it. All creatures within 10 ft of the pod when it explodes must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) fire damage, taking half as much on a success.
Previous Versions
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7/20/2023 3:06:47 AM
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Coming Soon
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