| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 8 | −1 | −1 |
| CON | 18 | +4 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | −3 | −3 |
Amorphous. The Blooming Maw can move through a space as narrow as 1 inch wide without squeezing.
Alchemical Core (Weak Point). A glowing pod buried in its torso powers its internal alchemy. A creature who succeeds on a DC 16 Perception check can spot it. Once spotted, they can target the core with a successful Nature, Arcana, or Medicine check (DC 15) as an action, dealing 3d10 force damage and disabling the Pollen Burst for 1 round.
Regeneration. The Blooming Maw regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in direct sunlight.
Multiattack. The Blooming Maw makes two Vine Slam attacks.
Vine Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained, and the Maw can’t use that vine on another target.
Engulf. The Maw makes one Vine Slam against a grappled target. On a hit, the target is pulled inside its flowery center. The engulfed creature is blinded and restrained, has total cover from attacks outside the Maw, and takes 10 (3d6) acid damage at the start of each of its turns. A creature can escape with a successful DC 14 Strength (Athletics) check as an action.
Pollen Burst (Recharge 5–6).
The Maw releases a cloud of glowing spores in a 20-ft radius. Each creature in the area must make a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature sees hallucinations of shifting flora and faces disadvantage on Wisdom (Perception) checks and Dexterity saving throws.
A poisoned creature can repeat the save at the end of each of its turns, ending the effect on a success.
Alchemical Surge (1/Day). When reduced to half its HP, the Maw expels a burst of caustic sap. All creatures within 10 feet must succeed on a DC 14 Dexterity saving throw or take 11 (2d10) acid damage and be pushed 10 ft away.
Description
A terrifying amalgamation of jungle flora, the Blooming Maw is a semi-sentient plant beast that lurks in forgotten groves and alchemically rich soil. Its massive, moss-covered body is crowned by a fleshy bloom that opens to reveal thorn-lined petals and a glowing core of volatile sap. Drawn to movement and the scent of blood or magical reagents, it reacts violently to intruders in its territory, especially those who disturb the rare and valuable plants it guards. The air around a Blooming Maw hums with toxic pollen and shimmer-spores, disorienting prey before it crushes and consumes them.
Previous Versions
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3/24/2025 6:22:17 PM
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Coming Soon
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