Corpses. When first encountered, a corpse vine contains the corpses of 1d4 + 1 Humanoids. A corpse vine can hold the remains of up to five Humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
Stench of Death. Each creature that starts its turn within 10 feet of the corpse vine flower or one of its zombies must make a DC 13 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of the corpse vine for the next turn.
Head Flower. The Corpse Vine can only be killed if all of its flowering heads are destroyed and it is brought to 0 hit points. There are 1d8+2 smaller flowers with AC 10 and 15 hit points that must be destroyed before the main flower will bloom. The main flower has an AC of 12 and 30 hit points.
Multi-attack. The corpse flower makes two Thorn Whip attacks and can use Reel In if it has a any creature grappled.
Thorn Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 4 (1d4) poison damage. The Corpse flower can forgo the poison damage and the target is Grappled instead. (Escape DC 13)
Reel In. The Corpse Vine pulls all the creatures its grappled 5ft towards it. If any of those creatures are within 5ft of it and are below 5 hit points, they are pulled into the rose corpse flower's body and are Engulfed.
Reanimate. The corpse flower animates one corpse in its body, turning it into a Plant Zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie is under the Corpse Vine's direct control, and the flower’s stench clings to it (see Stench of Death).
Reaction Name. Enter the description for your action.
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
A corpse vine can only grow to such a size due to being artificially enhanced with dangerous arcane components. Unless it is uprooted and burned while it is still a seedling, the corpse vines grows to an enormous size over several weeks scavenging any flesh it can along the way as its vines slowly spread out, covering the area in thick, thorny vines. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The roots of the plant, once established, are rumored to be able to reach all the way to the Underdark, giving it it's malevolent nature.
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.
Comments