Large Plant, Neutral Evil
Armor Class 15 Natural armor
Hit Points 126 (12d10 + 60)
Speed 10 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws CON +8, WIS +5
Skills Perception +6, Stealth +5
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Poison
Condition Immunities Blinded, Deafened, Poisoned
Senses Blindsight 60 ft, Passive Perception 16
Languages Understands Common but cannot speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

 

Rooted: The Archespore cannot be knocked prone and has advantage on saving throws against being pushed or moved.

Toxic Emission: Any creature that starts its turn within 10 feet of the Archespore must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn.

Photosynthesis: The Archespore regains 10 hit points at the start of its turn if it is in sunlight.

 

Actions

 

Multiattack: The Archespore makes three attacks: one with its vine lash and two with its acid spit.

Vine Lash: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) slashing damage. The target must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Archespore cannot use its vine lash on another target.

Acid Spit: Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 21 (6d6) acid damage.

Blossom Burst (Recharge 5-6): The Archespore releases a burst of toxic pollen. Each creature within 20 feet must make a DC 17 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.

 

Reactions

Vine Shield: When an attack hits the Archespore, it can use its reaction to impose disadvantage on the attack roll by interposing a thick vine between itself and the attacker.

Description

The Archespore is a fearsome plant-like creature, rooted to the ground but nonetheless deadly. With vibrant, deadly petals and a thick, sinewy stem, it blends into its surroundings until its prey is within reach. Known for its toxic emissions and deadly lash, it requires careful strategy and often fire-based attacks to defeat. Its ability to regenerate in sunlight makes it a challenging foe for any adventurer.

Lair and Lair Actions

 

Lair: The Archespore’s lair is often a secluded, overgrown area rich with poisonous plants and fungi.

Lair Actions: On initiative count 20 (losing initiative ties), the Archespore can cause vines to erupt from the ground in a 20-foot radius. Each creature in that area must succeed on a DC 17 Dexterity saving throw or be restrained by the vines (escape DC 17). The vines last until the Archespore uses this action again or dies.

 

 

TzTomov

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