Regeneration. Biollamagnifica regains 20 hit points per turn as long as it has 1 hit point at the start of it's turn.
Illumination. Biollamagnifica gives off a bright glow for 20 feet, and a dim glow for another 40 feet.
"Heavenly" Body. Biollamagnifica cannot be revived through zombification. If a spell or magical effect such as "Detect Good and Evil" is cast and Biollamagnifica is within the radius, the spell gives a false positive for celestial presence.
Fusion Core. If Biollamagnifica is subjected to radiant damage, it instead regains hit points equal to the damage it would have taken. However, if Biollamagnifica is subjected to 60 or more points of radiant damage in one turn, it lets out a Radiation Crash attack, dealing force damage to itself equal to the damage dealt by it's attack.
Multiattack. Biollamagnifica makes two Hulk Vine attacks and either one Radiation Crash or one Nature's Shield attack.
Hulk Vine. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 27 (5d8 +7) bludgeoning damage. If the target is large or smaller in size it must make a DC 16 strength saving throw or be grappled by Biollamagnifica. Up to four creatures can be grappled at once.
Radiation Crash. Biollamagnifica fires a laser beam in a line that is 5 feet wide and 60 feet long. Each creature within that line must make a DC 15 Dexterity saving throw, taking 31 (4d12 +7) radiant damage on a failed save, and half as much damage on a successful one.
Nature's Shield. Biollamagnifica pulls in and expels the forces of the natural world, up to 5 creatures that it can see must make DC 18 Wisdom saving throws, taking 20 (4d10) radiant damage on a failed save or half as much damage on a successful one. Biollamagnifica can then heal one creature for hit points equal to half of the damage dealt, rounding down.
Meltdown Gaia (Recharges 5-6). Biollamagnifica unleashes uranium-enriched power, dealing 40 (7d10 +10) radiant damage to all creatures of it's choice within 60 feet of it.
Biollamagnifica can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Biollamagnifica regains spent legendary actions at the start of it's turn.
Floral Fury. Biollamagnifica makes a Hulk Vine attack.
Vicious Verdancy. Biollamagnifica disengages from nearby opponents and burrows up to 40 feet. All nearby creatures on the ground take 2 piercing damage from rock being displaced.
Nuclear Terramancy (Costs 2 Actions). Biollamagnifica shifts the earth, all creatures within a 60 foot radius of a point chosen by Biollamagnifica must make a DC 17 Charisma saving throw or be charmed to walk towards that point. Biollamagnifica then collapses a sinkhole on that point, all creatures within the 20 foot radius of the sinkhole must make a DC 19 Dexterity saving throw or be dropped into the sinkhole, which then lights up with nuclear power, dealing 30 (4d10+10) radiant damage and 30 (4d10+10) force damage.
Description
Biollamagnifica is an ancient creature born from the planet the size of a hill or small mountain, formed entirely from plant mass. A defining characteristic of this floral menace is the collar of bright flowers around where it's neck could be, and another is the intense glow it gives off. This glow is due to nuclear power, but that energy source is not easily differentiated from radiant magic.
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