Armor Class 10
Hit Points 200 (3d20)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Laboratory Grown.

 Monster does not permanently die. When HP reaches 0, it will revert into a "egg" shape that cannot be destroyed.

Blood-Starved.

 Monster is currently hungry. The petals on it are wilting and falling off of it. Does not immediately attack NPCs or Party.

Blooming Corpses.

 The monster will hunt down the corpses in the room to harvest their blood. Dealing enough damage to it will interrupt it. If it gets interrupted 2 times, it will target the party.

Absorbent Cotton Fibre.

 Use "Enwrap The Flesh to Drain Blood" until interrupted 4 times or has completed harvesting. When harvest was completed. White petals on the Monster start to become blood red.

Germinated Exanguination.

 If "Enwrap The Flesh to Drain Blood" was successful 4 times, the flowers covering the Monster becomes entirely red, changing attack pattern to be more aggressive.

Stunted Harvest.

 If "Enwrap The Flesh to Drain Blood" was interrupted 4 times, Monster changes attack pattern to be aggressive with attacks that aim to injure than kill.

To be Drenched in Blood.

 Gain half of damage dealt as "Collected Blood" (Rounded Down). Allows access to "Bloody" actions at 15 or more.

Only in attacking phases.
Actions

Scattering Flowers to Bloom.

 Targets everyone. 1d4 Slashing damage.

After "Collected Blood" has reached 30, use this skill once, then reset "Collected Blood".
Use once if "Germinated Exsanguination" has been completed.

Enwrap The Flesh to Drain Blood.

 Flip a coin.

Pass : +2 Pierce damage , Grappling.
Fail : +1 Pierce Damage , Grappling.
Can be used on both Players/NPCs, and Corpses. After 12+ damage has been dealt, change target.

 

Budding Roots.

 1d4 Piercing damage. 30ft

Flourishing Petals.

 1d4 Slash damage. 15ft

Head Slam.

 1d6 Bludgeoning Damage. 10ft

Head Slam (Bloody).

 2d4 Bludgeoning Damage. 5ft

Bonus Actions

Defending Roots.

 When using "Enwrap The Flesh to Drain Blood", 1d4 Bludgeoning damage to closest enemy in melee range.

Bloody Thorns.

 Flip a coin to deal damage to player that last attacked. Once per turn.

Pass : +2 Pierce damage.
Fail : +1 Pierce Damage.
Gain "Collected Blood" 2x equal to damage dealt.
Reactions

HP Sections.

 Flower Bundle (Body) : 75HP . If HP is reduced to 0, enable "Core" to be hit.

Core : Monster takes 1.5x more damage (Rounded Down).
Roots : 30HP . If HP is reduced to 0, remove "Bloody Thorns" Bonus Action.

 

Boiling Blood.

 If lit on fire. Deal 1d6 damage every time this Monster does an Action or Bonus Action. Loses "Collected Blood" equal to half of damage received (Rounded Up).

Fire expires after 3 turns or after gaining 15+ "Collected Blood".

 

Combat Event 1.

 The cotton hidden behind the plant's petals seems to be absorbing Blood. Do you want to try attempting to rip out the cotton? Nature Check:

Pass : 12+. Monster loses half of "Collected Blood", and now only gains 1/3 from damage(rounded down).
Nothing Happens : 9-11
Fail : 8 or below. Player is grappled with 1d6 damage.

 

 

Legendary Actions

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 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

Enter a general description for your monster here.

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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