Huge Plant, Unaligned
Armor Class 15 (natural armor)
Hit Points 130 (15d10 + 45)
Speed 20 ft.
STR
14 (+2)
DEX
8 (-1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws CON +6, WIS +5
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Condition Immunities Blinded, Deafened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages understands Sylvan but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Bloodthirsty Roots: Whenever the Blood Rose takes damage, it regenerates 10 hit points at the start of its next turn unless it takes fire damage.

Innate Spellcasting (Psionic): The Blood Rose's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: 

  • At will: entangle, thorn whip
  • 3/day each: spike growth, hold person
Actions

Multiattack: The Blood Rose makes two attacks with its vines. 

Vine Whip: Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 11 (2d8 + 2) slashing damage. 

Blood Sap (Recharge 5-6): The Blood Rose targets one creature it can see within 30 feet of it. The target must make a DC 14 Constitution saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one. The Blood Rose regains hit points equal to half the necrotic damage dealt.

Description

The Blood Rose is a grotesque and beautiful abomination, with thick vines that twist and curl into an almost elegant throne-like shape, supporting a massive bloom that, at its core, pulses with a deep, crimson light. The petals have a pearlescent sheen, raven-black yet shimmering with a vivid scarlet and dripping with a substance that resembles thick blood. 

At its base, a dense floor of roots and thorned vines coil and whorl in a seeping red puddle, snapping out whip-like at any unexpected disturbance with surprising ferocity. 

The Blood Rose exudes a disturbing aura of intelligence and malevolence. 

Lair and Lair Actions

The Blood Rose grows at the end of a forgotten section of the Rootway, the mythical road system that the ancient dwarves purportedly carved into the spanning roots of the World Trees. The chamber's walls are lined with dense organic structures that pulsate with the same crimson energy as the Rose itself. The air is thick with a sickly sweet, metallic scent and the ground is soft and spongy, covered in patches of deep red moss and smaller budding Blood Roses. The roots along the wall occasionally shift or twitch, and the ambient light of the Blood Rose casts eerie shadows that seem to dance along, giving the feeling that the cave itself is alive. 

On initiative count 20 (losing initiative ties), the Blood Rose can take a lair action to cause one of the following effects; the Blood Rose can't use the same effect two rounds in a row:

  • Entangling Thorns: Thorny vines sprout from the ground in a 20-foot radius centered on a point the Blood Rose can see within 60 feet of it. The Area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or be restrained. A creature can use its action to make a DC 14 Strength check, freeing itself on success.
  • Crimson Bloom: A burst of red pollen fills a 30-foot radius around the Blood Rose. Any Bloodroot allies in the area regain 10 hit points. 
  • Blood Mist: The Blood Rose releases a thick, reddish mist in 30-foot radius around it. The area is heavily obscured for non-plant creatures until the end of the Blood Rose's next turn. 

Monster Tags: Misc Creature

TheShadowScythe

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