Ambush: The Black Bulb Vine Fiend can make three Wicked Roots attacks agaisnt a creature before initiative, resuming normal initiative order after it.
Demonic Plant: The Black Bulb Vine Fiend is considered both a plant and a fiend for effects that would require either creature type.
Flow of Flora: The Black Bulb Vine Fiend can move up to 10ft for hour provided it has a unbroken line of vegetation to move throw, this movement ignores barriers that block movement of creatures, as the Black Bulb Vine Fiend is considered terrain when moving in this way.
Rooted: The Black Bulb Vine Fiend cannot be forcefully moved by means other than teleportation.
Fiendish Photosinthesis: The Black Bulb Vine Fiend regains 25 hit points, and recovers one level of exhaustion at the start of its turn, unless it has been hit with radiant damage after the end of its previous turn.
Nature´s Eyes: The Black Bulb Vine Fiend can percieve any creature within half a mile from it, provided the creature is in direct contact with vegetation.
Withering Poison: The Black Bulb Vine Fiend produces a wicked poison within its bulb, when it falls to 0 hit points all creatures within 15ft of the Black Bulb Vine Fiend must succeed in a DC 21 Constitution saving throw, on a failure a creature is poisoned for the next 1d4+1 days, if the creature is still poisoned by this source after this time passes the creature is aflicted with Withering Leaf Desiese.
Multiattack: The Black Bulb Vine Fiend can make four Wicked Roots attacks on its attack action or two Wicked Roots and make one of its available actions.
Wicked Roots: Melee Weapon Attack +13 to hit, 60ft reach, one target + one additional creature within 5ft of the first target, for 4d6+8 bludgeoning damage + 2d6 necrotic damage.
A creature hit by a Wicked Root two or more times on the same turn must succeed in a DC 21 Strength saving throw being restrained and pulled towards the center of the Black Bulb Vine Fiend on a failure.
Wild Roots: All creatures within 60ft of the Black Bulb Vine Fiend must succeed in a DC 21 Dexterity saving throw taking 4d8+4 bludgeoning damage + 2d6 necrotic damage and falling prone on a failure.
Infernal Nature´s Magic: The Black Bulb Vine Fiend can cast at will spells of the Druid and Warlock spell list of 2nd level or lower with the casting time of an action, bonus action or reaction.
It can only cast one spell per turn this way, and after casting a spell it must not cast any spell on its next turn.
Crushing Roots: The Black Bulb Vine Fiend deals 2d10 bludgeoning damage to any number of creatures restrained in its Wicked Roots.
Previous Versions
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12/20/2025 1:15:09 AM
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1/23/2026 6:34:42 PM
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Coming Soon
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