| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +7 |
| DEX | 12 | +1 | +5 |
| CON | 16 | +3 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +5 |
| CHA | 9 | −1 | +1 |
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Vitality Drain. Once per turn, Ambulomelides can target one creature it has infected or a nearby allied plant within 30 feet. It drains the target’s life force, dealing 11 (2d10) necrotic damage. If this damage kills the target, Ambulomelides regains 15 hit points and its Corrosive Pollen recharge is immediately restored.
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Rooted Defense. While Ambulomelides has not moved on its turn, it gains a +2 bonus to AC (included in its stat block) as it anchors its limbs into the earth to better absorb impacts.
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Gaping Maw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
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Infection Spores. Ambulomelides targets one creature within 30 feet. The target must succeed on a DC 13 Constitution saving throw or be marked with a Predator Seed. While marked, the creature takes an additional 2 (1d4) poison damage whenever it takes damage from a plant creature.
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Corrosive Pollen (Recharge 6). Ambulomelides releases a cloud of stinging, acidic pollen in a 15-foot cube. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much on a successful one.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
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The Shield: With its high defense (2500 DEF) compared to its lower offense (1000 ATK), this creature works best when blocking a path while using its spores to slowly wear down the party.
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Resource Cycle: Encourage players to focus on the infected targets first; if they don't, the creature will simply "tribute" them to heal itself and keep spraying acid.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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