Medium Plant, Chaotic Evil
AC 16 Bark-Hardened Skin    Initiative +2 (12)
HP 61 (10d8 + 45)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +5
CON 18 +4 +7
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 9 −1 −1
Skills Perception +12, Stealth +16
Resistances Bludgeoning and Piercing from nonmagical attacks, Necrotic, Poison, Psychic
Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common (understands, can't speak), Deep Speech (understands, can't speak), Druidic (understands, can't speak)
CR 5 (XP 1,800; PB +3)
Traits

Advanced Bloomlash. Melee attacks have 10-foot reach, and can now strike twice as part of a Multiattack.

Symbiotic Regeneration (1/Short Rest). If the Blooming One begins its turn within 10 feet of a corpse or Rootbound Devotee, it regains 10 HP automatically and may remove one condition affecting it (blinded, restrained, etc.).

Spore Aura. Any creature that starts its turn within 5 feet of the Blooming One must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn.

Wallcrawler. The Blooming One can climb difficult surfaces—including upside down—without needing to make an ability check.

Floral Detonation (on Death). When reduced to 0 HP, the Blooming One erupts in a spasm of radiant, photosynthetic light and blooming flesh. Each creature within 10 feet must make a DC 14 Dexterity saving throw or take 14 (4d6) radiant damage and be blinded for 1 minute (save ends at end of turn).

  • Additionally, the area becomes difficult terrain as roots erupt for 10 ft in all directions.

Actions

Multiattack. The Blooming One makes two Bloomlash attacks.

Bloomlash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage and 5 (1d10) psychic damage. On a hit, the target must succeed on a DC 14 Strength saving throw or be pulled 10 feet toward the Blooming One.

Spore Pulse (Recharge 5–6). The Blooming One exhales a cone of shimmering, amber-tinged spores in a 15-foot cone. Creatures must succeed on a DC 15 Constitution saving throw or take 21 (6d6) poison damage and be poisoned for 1 minute. Repeat save at end of turn.

Bonus Actions

Lurching Bloomstep. If the Blooming One reduces a creature to 0 HP, it may move up to 30 feet toward another creature and make one Bloomlash attack as part of this movement. This movement does not provoke opportunity attacks.

Reactions

Thornwhip Retaliation. (1/round) When a creature within 10 feet hits the Blooming One with an attack, it may lash out with roots as a reaction. The attacker must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn.

Description

The Blooming One is the gruesome midpoint between mortal flesh and divine vegetation. Twisted by ritual, reshaped by worship, and grown through sacrifice, these creatures no longer remember who they were—only what they serve.

They are tall and vaguely humanoid, but their frame is warped: one arm now a thorned, whiplike appendage, the other bloated with flowering buds that breathe in sync with a silent chant. Their spine curves backward, accommodating a luminous stalk sprouting from their upper back, crowned by a cluster of bioluminescent petals that pulse softly—almost like thought.

Their face is cracked and asymmetrical, with bark-like ridges replacing skin and a mouth that opens far too wide. Eyes weep glowing amber sap, trailing down cheeks like eternal tears.

As they move, the ground beneath them responds—roots writhe, moss thickens, and fungal life blooms briefly with each step. Their presence is accompanied by a low, subsonic hum, like a song the earth is trying to remember.

JasperYeenBean

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