Siege Monster. The corrupt flower deals double damage to objects and structures.
Spider Climb. The corrupt flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Regeneration. The corrupt flower regains 20 hit points at the start of its turn if it is in contact with the ground. If the corrupt flower takes fire damage, this trait doesn’t function at the start of the corrupt flower’s next turn. The corrupt flower dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The corrupt flower makes two slam attacks, or one slam and one bite attack.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., multiple targets. Hit: 26 (4d8 + 8) bludgeoning damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (3d8+ 14) piercing damage.
Animate Flower (1/Day). The corrupt flower magically animates one or two flowers it can see within 60 feet of it. These flowers have the same statistics as an animated flower, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated flower acts as an ally of the corrupt flower. The flower remains animate for 1 day or until it dies; until the corrupt flower dies or is more than 120 feet from the flower; or until the corrupt flower takes a bonus action to turn it back into an inanimate flower. The flower then takes root if possible.
Solar Ray. Ranged Weapon Attack: +8 to hit, 15 by 240 ft. line (Dex. save). Hit: 36 (4d12 + 10) radiant damage.
Entangling Flowers. Grasping flowers and vines sprout in a 15-foot radius centered on the corrupt flower, withering away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature of the corrupt flower's choice in that area when the flowers appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A massive, mutated flower that can gained sentience and movement through hundreds of years of growth and mutation. Corrupted Flowers wander aimlessly, lurching through vast plains, dense forests, murky swamps, and rolling hills. Corrupt Flowers are utterly unintelligent, and yet remain the apex predator in any environment, as account of their size and hostility towards non-plant creatures within its sight.
Corrupt Flowers tower over trees, sometimes over 40 feet tall. This makes them easy to spot and avoid, but also makes it easy for it to spot you. In rare occasions, Corrupt Flowers can be seen wandering as pairs, or even rarer still in groups. This is thought to be because of their similarity in nature, and possible ability to communicate, although the only known language Corrupt Flowers understand is Druidic.
Through their mutations, Corrupt Flowers have learned to channel the sun's light into a concentrated burst, creating a Solar Ray that destroys most anything in its path.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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