Medium Monstrosity, Chaotic Evil
Armor Class 8 Natural
Hit Points 22 (3d8 + 9)
Speed 40 ft.
STR
1 (-5)
DEX
6 (-2)
CON
16 (+3)
INT
2 (-4)
WIS
6 (-2)
CHA
2 (-4)
Saving Throws WIS +0
Damage Immunities Poison
Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Poisoned
Senses Tremorsense 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Actions

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
8/30/2023 7:00:17 AM
3
1
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Coming Soon

Habitat: Urban

Seamus_67

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