Speak with Beasts and Plants. The alraune can communicate with beasts and plants as if they shared a language.
Enchanting Nectar. The alraune naturally produces a powerful magical nectar that it uses to lure and enchant their victims. The scent alone creates an area 10 from the alraune where any creature that can breath starting their turn in it must make a DC 13 Wisdom or Constitution save (targets choice) or be effected as a charm person. Save ends. Any creature consuming the nectar must make a DC 18 save or be effected as a dominate monster for 24 hrs or until 1 minute after the alraune is slain. The nectar's scent has no effect on plants or creatures that don't require air, and consumption has no effect on creatures that don't naturally require food or drink.
Magic Resistance. The alraune has advantage on saving throws against spells and other magical effects.
Multiattack. The alraune makes two attacks with its vines, and uses Reel
Vine. Melee Weapon Attack: +5 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the alraune can't use the same vine on another target.
Reel. The alraune pulls each creature grappled by it up to 25 feet straight toward it.
Envelope. The alraune uses it's pedals to traps 1 medium or smaller sized creature in it's center with it's humanoid form that is grappled by it or charmed by it. The target is blinded and restrained. At the beginning of each of that creature's turns while so enveloped, they must make a DC 17 Wisdom save or take 2d6+3 psychic damage and have their maximum hit points decreased by that amount as the alraune drains their emotions.
Entangling Plants. (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the alraune, retracting after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature of the alraune's choice in that area when the vines appear must make a DC 12 Strength check or become restrained. A creature can use it's action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Description
Old wives often tell little children to never pick flowers in the deep woods, for beauty is often quick to ruin the unwary. Few have lived to tell of how true this is, for sometimes, hidden among idealic glades and flower patches seemingly blessed with fey beauty, truly twisted predators lie wait.
Enchanting killer. Alraune are an enthralling sight. A winsome female (or on rare occasion male) humanoid with colorful skin and hair to match the massive flower petals in which it sits, both glistening in the light. They speak softly and kindly, asking it's visitors to come closer. This is it's first trap for if someone is foolish enough to come too close, it's magical nectar ensnares them, making them slaves to it's will. Some it consumes, others are made to stand as guards against wiser or more resistant visitors.
Only skin deep. While the alraune's humanoid parts have all the functionality a actual humanoid, complete with sight, hearing, and speech, this part functions more like a limb, with no vital organ save some sensor ones and will grow back after 2-3 days. Whats more, any emotions it exhibits are equally hollow, for alraune can't experience happiness, nor sorrow, nor anger, only the cold, calculated desire to drain such things from other intelligent creatures, their sole source of such sensation. Those they trap within their petals are mentally bombarded with sensations so the alraune can draw them out.
Twisted Origin. According to lore masters, the first alraune were created by hags through a profane ritual. These heartless creatures were meant to be guards and traps for the unsuspecting, however some of their creators proved susceptible to their creation's wiles, allowing the alraune to roam free. The alraune can now be found haunting forests, glades, and swamps throughout the Feywild and material plane.
Variants
Thorny vines. Melee Weapon Attack: +5 to hit, reach 50 ft., one creature. Hit: 2d4 piercing damage and he target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, takes 1d8 points of piercing damage at the beginning of it's turn, and the alraune can't use the same vine on another target. (This replaces the normal Vine).
Enchanting pollen. The alraune produces pollen that helps carry it's nectar out to greater distances. Creatures that require air within a 200 ft radius of the alraune must make a DC 12 Constitution save or be charmed. Creatures that succeed or save out are immune to the pollen's effects permanently. This does effect plants.
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