| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Death Bloom. When reduced to 0 HP, the Corpse Bloom explodes. Creatures within 10 ft must succeed on a DC 15 Constitution saving throw or take 3d8 necrotic damage and become infected with creeping rot (see below).
Creeping Rot (Infection). On a failed Death Bloom save, the creature takes 1d6 necrotic damage per hour. If 3 consecutive long rest saves are failed (DC 15 CON), the creature dies and transforms into a Corpse Bloom under Malphorak’s control.
Burrowing Horror. Can move through earth and rotted organic matter without leaving a tunnel. Gains advantage on Stealth checks underground.
Vine Slam. Melee Weapon Attack: +5 to hit, reach 10 ft, one target.
Hit: 2d6 + 3 bludgeoning damage. Target must succeed on a DC 13 Strength save or be grappled.
Spore Spray (Recharge 5–6). 15 ft cone. Each creature must make a DC 14 Constitution saving throw or take 3d6 poison damage and become Blinded and Poisoned for 1 minute. Re-save at end of each turn.
Description
Rot Made Bloom, Servant of the Seed
Twisted masses of vine and gore, Corpse Blooms are born from the dead. Their roots drink from blood, their petals pulse with necrotic sap, and their centers often bear the gaping skulls of the ones they once were. Bloated with poison and decay, their bodies quiver with inner rot barely held in check by barklike skin.
Limbs sag with decomposing flesh tangled in roots. Spore vents along their backs hiss with fungal clouds, and their footsteps leave behind soft, wet soil where once there was stone. The flowers embedded in their shoulders or skulls bloom only when they kill.
They don’t grow from the world. They grow against it.
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