Medium Plant, Chaotic Neutral
Armor Class 16
Hit Points 120 (7d20)
Speed 10 ft.
STR
16 (+3)
DEX
1 (-5)
CON
14 (+2)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Condition Immunities Blinded, Deafened, Frightened
Senses Blindsight 40 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Camouflage. While the Bloom Shroom remains motionless, it is indistinguishable from its surroundings.

Pop. Once the Bloom Shroom is dealt lethal damage it explodes. The players must pass a Constitution save of 18 or they are temporarily blind and deafened for 1 round or 6 seconds.

Implant.   The player who dealt the final blow if in range of an attack must succeed  a perception check of dc 17 if the player fails he is implanted with the seed which burrows into the players clothes after 1d8 days the seed falls and instantly grows.

Actions

Multiattack. The fungus makes 3d8 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 30 ft., one creature. Hit: 5 (2d4) necrotic damage.

Spores.  Every two rounds the Bloom Shroom creates (1d4) plant monsters

1-  5 Twig Blights

2-  2 Violet Fungus

3-  1 Awakened Tree is grown after 2 turns

4- 1 Shambling mound is created after 3 turns

Description

The Bloom Shroom is a terrifying hulk of continuously rotting fungus they are known for their rapid growth and fierce swarm of plant monsters. They are known to grow in pods of 2. If a Bloom Shroom is known of in an area there is an immediate call to arms. 

Habitat: ForestSwamp

Yaussy

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