Plant Camouflage: While in forested or overgrown terrain, Audrey II is indistinguishable from normal vegetation and gains advantage on Dexterity (Stealth) checks.
Photosynthetic Regeneration: At the start of its turn, Audrey II regains 10 hit points if it has at least 1 HP and isn’t in direct sunlight or aflame.
Rooted: Audrey II can’t move unless it uses an action to uproot itself. Once uprooted, it can move at half its walking speed until it spends another action to root.
Multiattack: Audrey II makes two Vine Lash attacks.
Vine Lash: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and Audrey II can’t use this attack on another target.
Soulful Song (Recharge 5–6): Audrey II emits a haunting, rhythmic melody. Each nonplant creature within 60 feet that can hear it must succeed on a DC 18 Constitution saving throw or be incapacitated and charmed while the song continues (up to 1 minute). A charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Telepathic Persuasion (Recharge 6): Audrey II targets one creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or be charmed for up to 1 hour. While charmed in this way, the target obeys simple spoken requests and is friendly to Audrey II. The charm ends if the target takes damage or Audrey II uses this ability on another target.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Thorny Rebuke: When a creature within 15 feet hits Audrey II with a melee attack, Audrey II can lash back with a hidden thorn. The attacker takes 7 (2d6) piercing damage.
Vine Lash (Cost: 1): Audrey II makes one Vine Lash attack.
Hypnotic Pulse (Cost: 2): Each creature of its choice within 30 feet that can hear Audrey II must succeed on a DC 18 Wisdom saving throw or be charmed until the end of its next turn.
Spore Cloud (Cost: 3): Audrey II releases a 20-foot-radius cloud of toxic spores centered on itself. Creatures in the cloud must succeed on a DC 18 Constitution saving throw or take 9 (2d8) poison damage and be poisoned for 1 minute. A poisoned creature is paralyzed while in the cloud. A strong wind disperses the cloud.
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
Born from a meteor‐bone seed discovered in a blasted crater, Audrey II is a megalomaniacal plant of alien origin. It began life as a small, innocuous seedling, charming its keeper with a sultry R&B voice before revealing its true carnivorous nature. Over years it grew in secret beneath a ruined greenhouse, plotting to seduce and consume enough mortals to fuel its expansion—and eventually to cover the world in its vine‐ridden dominion.
At rest, it resembles a gigantic, fleshy flytrap with lip-like petals colored deep crimson. Coiling vines snake from its base, each tipped with serrated, needle-sharp thorns. Its gaping maw is ringed with jagged, ivory teeth that drip a luminous green saliva.
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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