Huge Plant (Vampire), Unaligned
Armor Class 18 (natural armor)
Hit Points 280 (20d12 + 150)
Speed 0 ft.
STR
24 (+7)
DEX
19 (+4)
CON
22 (+6)
INT
5 (-3)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws STR +12, CON +11
Skills Perception +9, Stealth +9
Damage Resistances Psychic, Thunder
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight 60 ft., Tremorsense 120, Passive Perception 16
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

False Appearance. The Vampire Rose Hydra  is indistinguishable from a large rose bush labyrinth unless a creature succeeds on a DC 20 Wisdom (Nature) check. At any point when a creature comes within 30 feet of the Hydra or is attacked by its Rose Vine, the illusion is broken for that creature.

Legendary Resistance(3/day). If the Vampire Rose Hydra fails a saving throw, you can choose to succeed instead.

Hellish Tangle. The Vampire Rose Hydra spreads its cursed vines and roots across the ground in a 100-foot radius. The area becomes difficult terrain for all creatures except the Hydra and its allies. Likewise, anyone that tries to cut through it's Labyrinth must make a DC 20 dexterity saving throw or take 14 (4d6) necrotic damage and have their movement speed reduced to zero until the start or is next turn or half as much without a reduction of movement on a success.

Necrotic Regeneration. The Vampire Rose Hydra regains hit points up to its maximum for every two points of necrotic damage rounded down dealt if it has at least 1 hp and at least 1 daisy vine.

Multiple Heads. The Vampire Rose Hydra has five Rose Vines, and each vine has a flower at its tip. Whenever the hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two vines for each of its vines that died since its last turn, unless it has taken radiant damage since its last turn.

At the end of its turn, each of its heads that died since the end of its last turn explodes into a cloud of Black Vampiric Pollen. Each creature within 10 feet of the head takes 22 (4d8) necrotic damage and must succeed on a DC 19 Constitution saving throw or be incapacitated by a fit of coughing until the end of the hydra's next turn.

Choose a point within 10 feet of the head for these spores to invisibly take root. At the end of the hydra's next turn, these seeds rapidly blossom into 1d4 Vampire Rose Nymph.

Reactive Heads. For each Rose Vine the Vampire Rose Hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Vampiric Pollen. A creature that hits the Vampire Rose Hydra with a melee weapon attack while within 5 feet of it's Rose Vines takes 7 (2d6) Necrotic damage. This trait functions only if the hydra has at least 1 Rose Vine.

Regenerative Growth. After being slain, the Vampire Rose Hydra has the ability to fully regenerate itself over a period of 7 (1d6+3) days if it's roots and vines are not burned within 24 hours of its death.

Actions

Multiattack. The Vampire Rose Hydra makes as many attacks as it has rose vines.

Rose Vine. MeleeWeapon Attack: +13 to hit, range 20 ft., one target.
Hit: 20 (2d12+7) piercing damage. Anytime the Vampire Rose Hydra lands a successful hit, it can choose to use its Vampiric Grasp as a Legendary Action.

Blossom of Corruption (Recharge 4-6). The Vampire Rose Hydra releases a cloud of death-infused fragrance. Each creature within 15 feet of the Vampire Rose Hydra's Rose Vines must make a DC 18 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The hydra can use this action only if it has at least 1 Rose Vine.

Bonus Actions

Hunter Killer Vines. As a bonus action the Hydra can burrow up to all of its Rose Vines except for two and project them to come up above ground up to 100 ft away from it. These Vines can either remain hidden or be commanded to pop back up above ground until the start of its next turn where they can make their next thorn vine attack with advantage . The Hydra can also recall any and all of these Vines back to its position as a bonus action.

Legendary Actions

The Vampire Rose Hydra has five legendary actions that recharge at the beginning of each of its turns

Vampiric Grasp (cost 1), The Hydra uses Its Rose Vine to wrap around a large or smaller creature. This creature must make a dc-18 dexterity saving throw or take 10 (2d8) necrotic damage and be grappled. Once grappled, the target must make a DC 22 strength saving throw to escape or take an additional 10 (2d8) necrotic damage at the beginning of each of their turns. The Hydra can only maintain it's Vampiric Grasp once per flower vine.

Vine Flail (Costs 2). The Vampire Rose Hydra lashes out with its massive thorned vines in a violent sweep. All creatures within 30 feet must make a DC 18 Dexterity saving throw or take 14 (3d8) piercing damage and be knocked prone as the vines slam them into the ground. On a success, a creature takes half damage and is not knocked prone.

Description

A favorite among vampires, liches, fiends, and other dark forces, the Vampire Rose Hydra is widely acclaimed for its ability to guard artifacts and choke points. Typically disguising itself as a large labyrinth of rose bushes, it typically will not reveal its true intentions until its prey is firmly within its grasp.

Typically, the Vampire Rose Hydra hides its Hunter Killer Vines underground or within its labyrinth, stalking its prey for a time before finally attacking when the moment is right ( typically when the party is separated by the Labyrinth). Paramount to the Hydra's arsenal is its Rose Vines, as not only are they it's main mode of attack and defense but they can also grow back and even multiply if they are not dispatched swiftly. Not only can it make attacks with these vines, but as a legendary action it can use these vines to hold the creature it attacked with its devastating Vampiric Grasp ability. The Hydra also has a list of area of effect maneuvers that can keep its enemies at bay, such as using its Vine Flail ability to to violently sweep it's vines within a 30-ft area or it's recharge ability Blossom of Corruption which releases a deadly fragrance from each of its Rose Vines.

Lastly and most devastating of all, the Vampire Rose Hydra can use its Necrotic Regeneration ability to heal itself anytime it deals necrotic damage up to its hit point maximum and even to regenerate lost Rose Vines. This ability mixed with its Hellish Tangle ability, that turns its surrounding area into difficult terrain and makes cutting through its Labyrinth a nightmare, and its Legendary Resistances make the Vampire Rose Hydra a devastating force of nature not to be trifled with without a plan

Monster Tags: plantmonstrosityambusher

Habitat: ForestGrasslandSwamp

oofoff_the_bastard

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