Huge Aberration, Chaotic Evil
AC 18 ossified growth, aberrant mass    Initiative −1 (9)
HP 310 (20d12 + 180)
Speed 20 ft., Burrow 20 ft., Climb 20 ft.
Mod Save
STR 26 +8 +8
DEX 8 −1 −1
CON 28 +9 +16
Mod Save
INT 6 −2 −2
WIS 16 +3 +10
CHA 10 +0 +0
Skills Perception +10
Resistances All
Immunities Poison, Psychic; Charmed, Frightened, Paralyzed, Poisoned, Prone, Stunned
Senses Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 20
Languages Common Understands but cannot speak, Deep Speech Understands but cannot speak
CR 15 (XP 13,000, or 15,000 in lair; PB +5)
Traits

Anchored Unmaking
The Blooming Horror cannot be forcibly moved against its will and is immune to effects that would teleport, banish, or plane shift it.  If reduced to 0 hit points, it does not die immediately (see Terminal Bloom).

Divine Absence
The Blooming Horror exists in a metaphysical void.

  • It cannot be targeted by banishment, dispel evil and good, or similar effects.
  • Healing magic cast within 30 feet restores half the normal amount.

Living Reliquary
The Blooming Horror contains multiple Returned Seeds within its mass.

The first time it would be reduced to 0 hit points, it instead drops to 100 hit points and triggers Terminal Bloom.

Actions

Multi Attack
The Blooming Horror makes two Slam attacks and may use Bloom Lash.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage plus 13 (3d8) necrotic damage.

Bloom Lash
The Blooming Horror extrudes rotting tendrils in a 20-foot cone.

Creatures in the area must make a DC 18 Dexterity saving throw, taking 31 (7d8) necrotic damage on a failure, or half as much on a success. On a failure, the creature is also restrained by grasping growths (escape DC 18).

Legendary Actions

Legendary Actions (3/round)
The Blooming Horror can take 3 legendary actions, choosing from the options below.

Grasping Growth.
The Blooming Horror causes roots or flesh to erupt at a point within 20 feet. One creature there must succeed on a DC 18 Strength save or be restrained.

Slam.
The Blooming Horror makes one Slam attack.

Pulse of Unmaking (Costs 2 Actions).
All creatures within 20 feet must make a DC 18 Constitution saving throw or take 18 (4d8) necrotic damage and be unable to regain hit points until the end of their next turn.

Mythic Actions

Terminal Bloom
When the Blooming Horror is reduced to 0 hit points for the second time:

  • Its body ruptures into uncontrolled growth
  • The area within 60 feet becomes heavily obscured
  • All creatures take 22 (5d8) necrotic damage
  • The Horror collapses into inert, cancerous biomass over 1 minute

The site remains corrupted for years.

Description

The Blooming Horror
The Blooming Horror is no longer shaped like a person. It is a towering mass of fused flesh, bone, and overgrown muscle, anchored to the ground as if the world itself has failed to reject it. Limbs emerge and retract without symmetry, and its surface pulses with slow, wet motion, as though it is still deciding what form to hold. The air around it feels heavy and spoiled, draining warmth and resolve alike, and magic weakens the closer one draws. This thing does not hunt—it waits, growing ever more complete as everything around it decays.

The Returned Seed Cult
Within the Verdant Unmaking, the Blooming Horror is revered as a living shrine—the final proof that repeated resurrection does not lead to enlightenment, but to something truer. Cultists do not command it or even approach it closely; they tend the ground around it, feed it victims, and record its changes as sacred text. The cult believes that when enough Blooming Horrors exist, the world will no longer be able to remember what order felt like. Whether this belief is madness or prophecy is left for others to discover—usually too late.

Lair and Lair Actions

Lair Actions
Use these if the Blooming Horror is fought in a sanctified cult site.

  • Tidal Rot: Necrotic water or ichor floods a 15-foot-radius area; it becomes difficult terrain and deals 10 necrotic damage.
  • Seed Awakening: A dormant Returned Seed animates a corpse as a Sloughing.
  • Entropy Pressure: All concentration checks are made with disadvantage until the next round.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2026 5:06:47 PM
4
0
1.0
Coming Soon

Monster Tags: aberration

Fivealarmstu

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