Huge Plant, Unaligned
Armor Class 14 Natural Armor
Hit Points 138 (12d12 + 60)
Speed 5 ft., Walk 15 ft.
STR
20 (+5)
DEX
6 (-2)
CON
20 (+5)
INT
2 (-4)
WIS
4 (-3)
CHA
7 (-2)
Damage Vulnerabilities Fire
Damage Resistances Acid
Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone
Senses Darkvision 60 ft., Passive Perception 7
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Multiple Heads. The bloom has 4 flowers that resemble hydra heads. While it has more than one head, the bloom has advantage on saving throws against being stunned and knocked unconscious. Whenever the bloom takes 15 or more damage in a single turn, one of its heads dies. If all its heads die, the bloom hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. These heads use a d6 damage die instead of a d8.

Reactive Heads. For each head the bloom has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Reflex. The bloom hydra may only attack creatures that have attacked it previously unless a creature is unconscious

Actions

Multiattack. The bloom hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Swallow Whole. The bloom hydra swallows an unconscious Medium or smaller creature within 10 feet of it. The swallowed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the bloom’s turns or take 9 (1d8 + 4) acid damage. An engulfed creature cannot be the target of spells or effects that require sight. If the bloom moves, the engulfed target(s) moves with it. If the bloom hydra loses a head while one or more creatures are engulfed, it releases one engulfed target. A bloom can swallow as many creatures as it has heads.

Description

Mimicry. Bloom hydra evolved in regions where hydra were common: they mimic the vicious monstrosities to frighten away creatures that might otherwise eat or damage the bloom hydra plant. The plants resemble fully grown hydras, except they only have 4 pseudo-heads. The large red heads resemble flowering snapdragons, except much much larger, and they pack a nasty bite.

Reactive. The plant moves only in reaction to a creature touching or attacking it. Typically it hides its blooming “heads’’ in the undergrowth except when it is pollinating. Bloom hydras rapidly regenerate, although the bloom “heads” get smaller and smaller each regeneration (these heads take several days to reach full size).

Limited Movement. A bloom hydra can move by uprooting itself, but it can only do this for a short period of time before its roots dry out and it dies. Hence they tend to stay in one area, favoring proximity to freshwater.

Cultivable. Cutting off a single head and planting it in rich soil will generate a new bloom hydra. Some renowned botanists are known to keep rare and extravagant collections of bloom hydra: they are prized for their rapid regeneration and easy hybrid capabilities.

Monster Tags: plant

Lngex

Comments

Posts Quoted:
Reply
Clear All Quotes