Unending Bloom. If damage reduces the Bloom to 0 hit point, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is from a critical hit or fire damage. On a success the Bloom drops to 1 hit point instead.
Regeneration. The Bloom regains 5 hit points at the start of its turn. If the Bloom takes acid or fire damage, this trait doesn't function at the start of the Bloom's next turn.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: (1d10 + 2) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or take or be poisoned and take (1d4) poison damage.
Spore (1/day). A 15-foot radius of spores extends from the Bloom. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants or Undead. Each other creature in the area must make a DC 10 Constitution saving throw. On a failed save, the creature is infected with Bloom and will turn in (1d4) days. The Change can only be stopped by lesser restoration or death.
Description
Bloom's move with a jerky, uneven gait. They are dripping in sinew and torn flesh and carry the stench of decay.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/30/2023 7:00:17 AM
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3
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1
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Coming Soon
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