| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +6 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 10 | +0 | +0 |
| CHA | 16 | +3 | +6 |
Speak with Beasts and Plants: The Alraune can communicate with beasts and plants as if they shared a language.
Vines: The Alraune has four vines. Certain abilities require the use of a vine, if no vines are free the Alraune can't use an ability that requires a vine.
Legendary Resistance (2/Day): Whenever Alraune would be subjected to a status condition, it can expend one Legendary Resistance and choose not to be effected by it.
Multiattack: The Alraune makes up to two attacks with vines, if it has vines free.
Vine: Melee Weapon Attack: +7 to hit, reach 50 ft., one creature.
On hit: The target is grappled (Escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Alraune can't use the same vine on another target.
Envelope: The Alraune uses it's petals to trap 1 medium or smaller sized creature within 5 ft. that is grappled or charmed by it. The target is blinded and restrained. At the beginning of the grappled creature's turns while enveloped, they must make a DC 17 Wisdom save or take 1d6+3 (increasing by 1d6 for each turn Enveloped) psychic damage and have their maximum hit points decreased by that amount as the Alraune drains their emotions. The Alraune heals for half the damage dealt.
Entangling Plants: (Recharge 5-6): Grasping roots and vines sprout in a 25-foot radius centered on the Alraune, retracting after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature of the Alraune's choice in the area when the vines appear must make a DC 12 Athletics check or become restrained. A creature can use it's action to make a DC 15 Athletics check, freeing itself or another entangled creature within reach on a success.
The Alraune has 3 legendary action points it can spend at the end of another creature's turn. These points refresh at the start of its turn each round. It has the following options:
Vine Lash (Cost 1): The Alraune makes a single vine attack against one creature within reach.
Siphon Vitality (Cost 2): The Alraune extends a free vine to drain the life force from a creature it has grappled. The target must make a DC 15 Constitution Save, taking 1d8 necrotic damage on a failed save (half as much on a success). The Alraune regains hit points equal to half the damage dealt.
Entrancing Maneuver (Cost 3): The Alraune targets one creature it has not yet attacked this round. If the creature is charmed, the Alraune's next attack against it gains an additional 2d6 damage.
Description
The Alraune: A plant type monster which has learnt to take advantage of the good, or sometimes evil, nature of the many species of the world. It's main body often appears as a tree-stump, a bed of flowers or other pleasant looking nature decorations. It can burrow underground to move it's body albeit at a slow pace. The Alraune will mostly stay in one location for extended periods of times, often somewhere rich in nutrients and sunlight, but have been found to move over to routes more travelled by other species so it can lure them in for a quick snack. #Perhaps move the main body info to the plant body section, replace it with some info into morality how they're not always malevolent etc... Sometimes even trading herbs?
Deceptive Allure: An Alraune is known for its deceptive allure, often manifesting an appendage in the form of a familiar human figure. Whether it appears as a seductive companion, a wounded child or even a kindly herbalist, the guise is chosen to prey upon the innate empathy of those who wanders too close. Once its target is entrapped by its vines or enveloped in its seductive petals, the Alraune begins a slow, draining torment, siphoning life and hope from its victims.
Plant Body: Ever in tune with its environment, the Alraune can shift its position by burrowing underground, allowing it to amush or reposition strategically. Despite its predatory nature, legends whisper of instances where the creature has traded rare herbs or offered small mercies, adding a complexity beyond simple malevolence to their species.
Lair and Lair Actions
When within its chosen lair, often a nutrient-rich grove favored for its natural bounty, the Alraune can use the following lair actions on initiative count 20 (losing ties):
Animate Roots: The Alraune causes roots to burst from the ground in a 15 ft. cone. Each creature in the area must succeed on a DC 14 Strength Save or be knocked Prone and Restrained until the start of the Alraune's next turn.
Mesmeric Blooms: The lair exudes a gentle, enchanting aroma. Any creature entering or starting its turn in a 30 ft. radius around the Alraune must succeed on a DC 14 Wisdom Save or be Charmed until the end of its next turn. Charmed creatures are pacified and less likely to engage aggressively.
Nature's Veil: The lair briefly obscures the area in a shroud of swirling pollen and leaves. Until the next round, attacks against the Alraune are made with Disadvantage, and the Alraune has Advantage on attacks against targets Charmed by it.
Frightening Uprooting (Used once Bloodied): The Alraune forces its buried roots to the surface, carrying with them the lifeless decaying corpses of victims past. Any creature within a 50 ft. radius of the Alraune that can see this must succeed on a DC 13 Wisdom Save or be Frightened by the Alraune, repeating the [save]Save[/rules] at the start of each of its turn.
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