Corpses. When first encountered, a corpse flower contains the corpses of 1d6 + 3 Humanoids. A corpse flower can hold the remains of up to nine Humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
Stench of Death. Each creature that starts its turn within 10 feet of the Cadaver Blossom or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of all Cadaver Blossoms for 24 hours.
Deceiving Perfume. Each creature that starts its turn within 150 feet of the Blossom and outside of the Stench of Death aura must make a DC 17 Wisdom saving throw, unless the creature is a Construct or an Undead or does not have to breathe. On a failed save, the creature is charmed until the creature takes damage or leaves the effected area. While charmed, the creature will protect the Cadaver Blossom to the best of its ability, even unto death.
Multiattack. The corpse flower makes three attacks, using any combination of Thorny Vine and Grappling Vine.
Thorny Vine. Melee Weapon Attack: +5 to hit, reach 120 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 10 (3d6) poison damage. If the attack hits and the creature is grappled, the Cadaver Blossom can pull it 10 ft. closer to itself.
Grappling Vine. The cadaver blossom lashes out at one creature within 120 ft. and attempts to grapple it. The creature must make a DC 17 Athletics or Acrobatics. On a failure, the creature is grappled until they use their action to attempt to escape. The cadaver blossom can forgo one of its attacks to pull a grappled creature 20 ft. closer to itself.
Feed the Mother. The cadaver blossom swallows one unsecured corpse of size medium or smaller within 10 feet of it, along with any equipment the corpse is wearing or carrying. When a creature is interred underneath the blossom, the blossom regains an amount of hit points determined by the corpse's size. (4d12) hit points for a medium-sized creature, (4d8) hit points for a small-sized creature, or (4d6) hit points for a tiny-sized creature.
Entrap in Bramble. The Cadaver Blossom chooses one creature it can perceive and causes the earth around it to erupt in wicked brambles. The ground in a 10 ft. radius around the creature becomes difficult terrain until the start of the Cadaver Blossom's next turn. Additionally, for every 5 ft. a creature moves through this terrain, it takes (1d4) piercing damage as the thorns and vines bore into its flesh.
Description
A cadaver blossom is one of the many strange and alien flora that reside in the Emerald Grove. Emerging from a nexus point of dark magic or a scar left on the land from some malevolent force, cadaver blossoms are parasites that entrance and enslave the nearby fauna to be its protectors. Such affected creatures do not eat, drink, or sleep while under the blossom's effects and once they die, the blossom buries it under itself to use as fertilizer.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/22/2024 12:33:13 PM
|
4
|
1
|
--
|
Coming Soon
|
Comments