Huge Plant, Typically Chaotic Evil
AC 16 (natural armor)    Initiative +2 (12)
HP 195 (17d12 + 85)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 14 +2 +2
CON 20 +5 +5
Mod Save
INT 8 -1 -1
WIS 15 +2 +2
CHA 7 -2 -2
Immunities Necrotic, Poison; Blinded, Charmed, Deafened, Poisoned
Senses Blindsight 120 ft., Passive Perception 17
Languages None
CR 15 (XP 13,000; PB +5)
Traits

False Appearance. While the wisteria remains motionless, it is indistinguishable from a normal plant.

Regeneration. The wisteria regains 20 Hit Points at the start of its turn if it has at least 1 Hit Point. If it takes Radiant or Fire damage, this trait doesn’t function at the start of its next turn.

Actions

Multiattack. The wisteria makes two Vine and one Bite attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) Piercing damage. If the target is Grappled by the wisteria, it takes an additional 22 (5d8) Necrotic damage and cannot regain Hit Points until it finishes a Short or Long Rest. A humanoid slain in this way, immediately revives as a Vampire Spawn under the wisteria’s control

Vine. Melee Weapon Attack: +9 to hit, reach 35 ft., one target. Hit: 13 (2d8 + 5) Bludgeoning damage. Instead of dealing damage, the wisteria can Grapple the target (escape DC 18). The wisteria can have up to 4 creatures Grappled this way.

Description

Rumor has it that a vampire attempted to go vegan and the Vampiric Wisteria was born. This massive plant traps its prey with its vines and either eats them or turns them into helpful minions to lure in more prey.

 

Monster Tags: plant

Habitat: Forest

Treasure:  Individual

Razmus

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