Large Aberration, Typically Chaotic Neutral
AC 18    Initiative +12 (22)
HP 100 (13d10 + 30)
Speed 40 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 18 +4 +4
Mod Save
INT 17 +3 +8
WIS 15 +2 +7
CHA 19 +4 +9
Skills Perception +20
Vulnerabilities Cold, Fire
Resistances Necrotic, Poison
Immunities Psychic; Charmed, Frightened, Poisoned
Senses Blindsight, Darkvision, Truesight; Passive Perception 19
Languages Common, Druidic, Elvish, Sylvan Can speak telepathically with any intelligent creature, including plants, who can also respond but not initiate conversation.
CR 13 (XP 10,000; PB +5)
Traits

Hover. Through no obvious means of locomotion, the creature hovers and floats

Floral Communication. The Bloomrot naturally communicates emotions or intentions through the sounds of rustling leaves and the groaning of wood on wood friction, as well as floral scents. A player with access to Primordial or Sylvan languages has advantage trying to interpret these communications.

Actions

 Eye Bloom Attack. Bloomrot a blast of power from an eyestalk

  1. Thornbind - DC 16 STR or be restrained by vines that grasp the feet and ankles.
  2. Frostpetal - Magic attack, 6d8 cold damage
  3. Alluring Scent - DC 16 WIS save or be charmed
  4. Fear Blossom - DC 16 WIS or be frightened for 3 turns (save again each turn)
  5. Sleep Spores - DC 16 CON or sleep for 3 turns or damaged (save again each turn)
  6. Slowing Pollen - DC 16 DEX or have speed slowed for 3 turns (save again each turn, can take action to spend all movement wash spores off)
  7. Enervating Glare - DC CON 16 or take 8d8 Necrotic damage, half for save
  8. Force Spray - DC 16 STR save or be pushed back 30 feet
  9. Create/Destroy Water - Creates difficult terrain 10sq ft by creating muddy terrain
  10. Control Water - Bloomrot creates difficult terrain 20sq ft by creating muddy terrain that also pushes those in the area back by 10 feet or to the far edge of the mud
  11. Grasping Glare - A large (targetable) vine erupts beside the target for 4 rounds - DC 16 STR save to escape (save again each turn)
  12. Statuary Stare - DC 16 CON or be stone for 3 turns  (save again each turn)
Bonus Actions

Blight Pulse. Bloomrot emits a cone of necrotic energy in a 150 ft cone from its central eye. All nonmagical plants in the area wither instantly. Each creature in the cone must make a DC 16 CON save. Failure results in 8d8 necrotic damage, half as much on a success.

Reactions

Eye See You. When an enemy moves into melee radius, a random eye stalk fires at them, see actions.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the beholder can expend a use to take one of the following actions. The beholder regains all expended uses at the start of each of its turns.

Chomp. The beholder makes two Bite attacks.

Bark Banding. The Bloomrot thickens the vines and bark at its core, gaining +2 AC until the start of its next turn. 

Glare. The beholder uses 2 Eye Blooms.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This creature is a beholder, or appears to be, but it is comprised of a floating topiary with a huge mouth and one huge eye. It also has 12 eyestalks that appear to be roses with eyeballs inside them. They are almost exclusively found at the central gazebo or plaza of a hedge maze where they've made their lair.

Lair and Lair Actions

Bloomrots lurk in hedge mazes they’ve cultivated with fey energy or the help of other chaotic fey .

The region containing a bloomrot’s lair is twisted by its presence, creating the following effects:

Scopophobia. Creatures within 1 mile of the lair feel as if they’re being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13 Wisdom saving throw or gain no benefit from that rest.

Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test and rolls a 1 has the Prone condition.

If the beholder dies or moves its lair elsewhere, these effects end immediately.

Habitat: ForestGrasslandPlanar (Feywild)SwampUrban

Meshadek

Comments

Posts Quoted:
Reply
Clear All Quotes