Aura of Endless Decay. A 40-foot radius aura of necrotic energy surrounds the Grand Matriarch. Creatures that start their turn in this area must make a DC 21 Constitution saving throw or take 8d8 necrotic damage, have their speed halved, and suffer disadvantage on attack rolls and saving throws until the start of their next turn. This damage bypasses resistance to nonmagical damage.
Infernal Maw. Grappled creatures take 6d8 necrotic damage and 4d6 acid damage at the start of their turn. Creatures reduced to 0 hit points in this manner are absorbed into the Grand Matriarch and cannot be resurrected without a Wish spell or divine intervention.
Shadow Sovereignty. While in dim light or darkness, the Grand Matriarch is heavily obscured to creatures without truesight and has advantage on all attack rolls.
Corrupted Genesis. When reduced to 0 hit points, the Ancient Grand Matriarch explodes in a 60-foot radius burst of necrotic energy. All creatures in the area must make a DC 21 Constitution saving throw or take 12d10 necrotic damage and be blinded for 1 minute. On a successful save, creatures take half damage and are not blinded.
Burrowing Nightmare. The Grand Matriarch can burrow through any surface as though it were loose earth. While burrowed, it is considered heavily obscured and gains advantage on its next attack roll. It can burst from the ground as part of an attack, dealing 8d6 piercing damage to all creatures within 20 feet.
Hellish Majesty. The Grand Matriarch has resistance to fire, radiant, and cold damage.
Multifaceted Eyes. The Grand Matriarch has developed clusters of glowing, prismatic eyes that grant it darkvision out to 240 feet and truesight out to 120 feet.
Telepathic Dominion. The Grand Matriarch can telepathically communicate with any creature that understands a language within 300 feet. Its whispers impose disadvantage on Insight checks against it.
Environmental Subjugation. Over the course of 12 hours, the Grand Matriarch corrupts a 1/2-mile radius area, transforming it into a necrotic wasteland filled with hostile plant-like beasts & plant creatures under its control.
Multiattack. The Grand Matriarch makes four attacks: one with its Oblivion Bite and three with its Tendril Lash.
Oblivion Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 6d12 + 8 piercing damage plus 6d8 necrotic damage. The target must succeed on a DC 21 Strength saving throw or be grappled (escape DC 21). If the target is grappled, the attack deals an additional 4d6 acid damage.
Tendril Whip. Melee Weapon Attack: +15 to hit, reach 50 ft., one target.
Hit: 5d10 + 8 bludgeoning damage. The target must succeed on a DC 21 Dexterity saving throw or be restrained.
Pillar of Decay (Recharge 5–6). The Grand Matriarch creates a pillar of necrotic energy in a 20-foot radius within 120 feet. Each creature in the area must make a DC 21 Constitution saving throw or take 10d10 necrotic damage and become paralyzed for 1 minute. Creatures can repeat the saving throw at the end of their turns.
Consuming Bloom. The Grand Matriarch causes its flowers to release a hypnotic display of lights in a 60-foot radius. All creatures that can see it must make a DC 21 Wisdom saving throw or be charmed for 1 minute. While charmed, creatures are incapacitated and cannot move.
Grasping Shadows. The Grand Matriarch summons spectral tendrils in a 30-foot radius. All creatures in the area must succeed on a DC 21 Strength saving throw or have their speed reduced to 0 until the end of their next turn.
Command Minions. The Grand Matriarch commands corrupted plants and plantlike creatures in its aura to attack specific targets. Up to 5 plants or plant-like beasts within 60 feet take an immediate action.
Lure Prey. The Grand Matriarch emits a faint, hypnotic glow from its tendrils. One creature within 60 feet that can see it must make a DC 21 Wisdom saving throw or be compelled to move 15 feet closer to the bloom on its next turn.
Spawn Juvenile Blooms (Recharge 5-6). The Elder Matriarch expends a portion of its corrupted essence to spawn up to 5 Juvenile Tenebralis Blooms in unoccupied spaces within 60 feet of it. These Juvenile Blooms act on the Grand Matriarch's initiative and obey its telepathic commands.
Fortify Bloom (Recharge 5-6). The Grand Matriarch channels its energy to heal and fortify all allied Tenebralis Blooms within 60 feet. Each affected Bloom regains 8d10 hit points and gains a +2 bonus to AC and saving throws for 1 minute.
Writhing Defenses. When a creature within 30 feet attacks the Grand Matriarch, it can use its reaction to make a Tendril Whip attack against the creature.
Flicker of Shadow. When targeted by an attack in dim light or darkness, the bloom can impose disadvantage on the attack roll as shadowy tendrils obscure it. This can be used once per short rest.
The Grand Matriarch can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Grand Matriarch regains spent legendary actions at the start of its turn.
- Tendril Strike. The Grand Matriarch makes a Tendril Whip attack.
- Necrotic Pulse (Costs 2 Actions). The Grand Matriarch emits a wave of necrotic energy in a 40-foot radius. All creatures in the area take 6d10 necrotic damage and must succeed on a DC 21 Constitution saving throw or be stunned until the end of their next turn.
- Darkness Unleashed (Costs 3 Actions). The Bloom creates an area of magical darkness in a 30-foot radius centered on itself. The darkness lasts for 1 minute or until the Bloom dismisses it as a bonus action. Creatures inside the darkness take 2d8 necrotic damage at the start of their turns.
- Blossom of Oblivion (Costs 3 Actions). The Grand Matriarch releases a burst of radiant necrotic energy in a 100-foot radius. All creatures must make a DC 21 Wisdom saving throw or take 10d10 necrotic damage and become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns to end the effect.
Ancient Grand Matriarch Tenebralis Bloom (Mythic Variant)
Mythic Traits
When the Ancient Grand Matriarch Tenebralis Bloom is reduced to 0 hit points for the first time, it doesn’t die or release its Corrupted Genesis ability. Instead, it sheds its outer layer in an eruption of necrotic energy, restoring itself to full hit points and activating its Mythic Form.
- All previously summoned Tenebralis Blooms are healed to full hit points and gain a +2 bonus to attack rolls, damage rolls, and saving throws.
- The environment within 300 feet becomes fully corrupted: the ground is difficult terrain, creatures take 4d10 necrotic damage at the start of their turn while standing on it, and visibility is reduced to 30 feet due to an oppressive mist.
Mythic Actions
The Grand Matriarch gains the following additional abilities while in its Mythic Form:
Corruption Cascade (Costs 2 Actions). The Grand Matriarch targets a 60-foot radius area within 120 feet. The ground erupts with shadowy vines and necrotic energy. All creatures in the area must make a DC 22 Strength saving throw or be restrained. While restrained in this area, creatures take 6d10 necrotic damage at the start of their turn. A restrained creature can use its action to make a DC 22 Strength check to escape.
Spawning Bloom (Costs 3 Actions). The Grand Matriarch creates 1d4 Juvenile Tenebralis Blooms in unoccupied spaces within 60 feet. These Blooms act on the Grand Matriarch’s initiative and follow its telepathic commands.
Eclipse of Oblivion (Costs 3 Actions). The Grand Matriarch darkens the battlefield with an otherworldly eclipse. The area within 300 feet becomes magical darkness, heavily obscuring all creatures except for the Grand Matriarch and its allies. Creatures in the area take 4d10 necrotic damage at the start of their turn. This effect lasts for 1 minute or until the Grand Matriarch dismisses it as a bonus action.
Unholy Renewal (Costs 2 Actions). The Grand Matriarch releases pulses of necrotic energy to heal itself and its allies. The Grand Matriarch regains 10d10 hit points, and all allied Tenebralis Blooms within 60 feet regain 5d10 hit points.
Additional Mythic Traits in Form
Aura of Endless Devastation. The Grand Matriarch’s aura increases to a 60-foot radius. Creatures that start their turn in the aura take 10d8 necrotic damage and must succeed on a DC 22 Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks until the start of their next turn.
Overwhelming Influence. The Grand Matriarch’s telepathic range extends to 500 feet, and its commands have a more profound effect. A creature charmed by the Grand Matriarch cannot act except to defend the Grand Matriarch or attack its allies.
Description
The Ancient Grand Matriarch Tenebralis Bloom is the ultimate manifestation of the Tenebralis lineage, a towering and radiant apex predator that commands the entirety of its colony. Found deep within sprawling Tenebralis territories, these creatures are both the heart and the mind of their domain, exerting telepathic control over all other blooms and corrupted plant and plant-like life within their reach.
The Grand Matriarch’s overwhelming presence reshapes its environment, turning vast areas into necrotic wastelands overrun with hostile plant-like creatures. Its immense size, devastating power, and aura of corruption make it a force of nature, feared even by seasoned adventurers and powerful creatures alike.
Far from a mindless beast, the Grand Matriarch wields a cunning intelligence, using its telepathic abilities to manipulate intruders, lure prey, and coordinate its minions. Its ability to regenerate and evolve in the midst of battle ensures that any who challenge it must be prepared for a relentless fight against nature’s darkest creation.
Appearance
The Ancient Grand Matriarch Tenebralis Bloom is an awe-inspiring and horrifying sight. Its central bloom is a massive, fiery orb of radiant orange and gold light, surrounded by serrated petals that shimmer with an otherworldly glow. These petals, streaked with deep purples and neon greens, pulse rhythmically as if alive, giving the impression of a creature perpetually feeding on the life force of its surroundings.
Clusters of glowing, multifaceted eyes dot its upper structure, emitting a mesmerizing array of colors that shift and swirl hypnotically. These eyes grant the Grand Matriarch unparalleled vision, allowing it to pierce through darkness and illusions with ease.
From its massive base, a network of thick, root-like appendages sprawls outward, anchoring it to the corrupted ground. These roots writhe and twist, exuding a toxic green mist that clings to the air. Towering tendrils stretch from its body, each ending in claw-like tips that glow with vibrant, destructive energy.
The creature’s sheer size is matched by its commanding aura. Surrounded by an oppressive mist of decay, the Grand Matriarch exudes an air of both majesty and malevolence, its every movement resonating with the power of the corrupted land it commands.
Behavior
The Ancient Grand Matriarch Tenebralis Bloom is not only a predator but also the strategic center of its colony. It relies on its telepathic abilities to control lesser Tenebralis Blooms and corrupted creatures, turning the battlefield into a coordinated assault led by its devastating power.
It prefers to let its minions weaken intruders, only engaging directly when necessary. Once it joins the fray, the Grand Matriarch uses its overwhelming abilities to dominate the battlefield, summoning necrotic pillars, restraining foes with spectral tendrils, and creating bursts of darkness to disorient and weaken its enemies.
The Grand Matriarch thrives in corrupted environments, and over time, it transforms entire regions into necrotic wastelands filled with hostile plant-like creatures. Its ability to fortify and command these corrupted ecosystems ensures that any who venture into its domain face an unending gauntlet of danger.
When pushed to the brink, the Grand Matriarch sheds its outer form, revealing a more powerful Mythic state, ensuring that even in apparent defeat, it becomes an even greater threat.
Unique Features
- Aura of Endless Decay: The Grand Matriarch’s presence drains life from its surroundings, weakening and corrupting all creatures within range.
- Environmental Subjugation: Over time, the Grand Matriarch corrupts its environment, transforming the landscape into a necrotic wasteland teeming with hostile plant life under its control.
- Telepathic Dominion: With a telepathic range of 300 feet, the Grand Matriarch coordinates its forces with precision, turning its colony into a unified and deadly force.
- Mythic Transformation: When seemingly defeated, the Grand Matriarch enters its Mythic Form, shedding its outer layer and regenerating to full strength, ensuring that even the most prepared adventurers face a prolonged and grueling battle.
- Burrowing Nightmare: The Grand Matriarch can burrow through any terrain, allowing it to ambush enemies or reposition itself strategically during combat.
Adventurer’s Warning
The Ancient Grand Matriarch Tenebralis Bloom is the epitome of the Tenebralis species and the pinnacle of its colony’s power. To challenge this creature is to face not only its immense strength but also the collective might of its corrupted domain. Adventurers must contend with waves of hostile plant creatures, dangerous terrain, and the Grand Matriarch’s devastating abilities, all while navigating its relentless telepathic manipulations.
Even in apparent victory, the Grand Matriarch’s Mythic Form ensures that the fight is far from over. Only the most coordinated and prepared adventurers stand a chance against this apex predator, and even then, the cost of victory will be steep, leaving scars on both the land and those who survive the encounter.
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