Amphibious. Clover can breathe underwater and on land.
Siege Monster. Clover deals double damage to structures and objects.
Regeneration. At the start of its turn, provided it has 20 hit points or more, heals 15(1d20+7) hit points of damage.
Multiattack. Clover makes two Deadly Bite attacks.
Deadly Bite. Melee Weapon Attack: +10 to hit, reach 100 ft, 5 targets. Hit: 20(4d12 + 5) Piercing damage.
Massive Claw. Melee Weapon Attack: +7 to hit, reach 120 ft, 5 targets. Hit: 39(5d12+17) Slashing damage.
Lunge. Clover moves up to its movement speed in any direction, crashing through buildings or structures. Any creature in the way must make a DC 22 DEX saving throw. They take 42(7d10+15) Bludgeoning damage on a failed save, or half on a successful one. Tiny or small objects or creatures are killed outright.
Shed Parasites. Clover shakes its body and up to ten Clover-Spawn Spiders. It immediately uses Order Parasites.
Legendary Resistance. If Clover fails a saving throw, it can choose to succeed instead.
Order Parasites (Recharge 1-2). Clover gives every Clover-Spawn Spider within 3 miles an order. Provided they are not incapacitated or reduced to 0 hit points, the Spiders must obey this command.
Greater Regeneration. When Clover is reduced to 0 hit points, it revives with half of its maximum hit points and enters a rage state for 2 minutes. During this state, Clover has advantage on attack rolls, deals an extra d12 of piercing damage on all attacks, and all movement speeds raise by 10 ft.
Description
While its origin is unknown, Clover is a massive monster on scale with buildings. It attacked the city of New York and left it a graveyard for thousands. Even upon a government bombing and multiple military strikes, Clover remained largely unaffected. On it ride Clover-Spawn Spiders. Their relationship is unknown, but be it children or symbiosis, they form a deadly group that threatens to annihilate anything in its line of sight.
Lair and Lair Actions
Clover's Lair is wherever it chooses. While typically underwater, it might claim entire cities as its home. When it is inside its lair, it
- Defensive Attack. Whenever Clover becomes aware of another creature in land that has been claimed as its territory, it gains advantage on attack rolls against the creatures. It also has advantage on WIS (Perception) Checks.
Regional Effects
The region containing Clover's lair is intruded upon by another creature, it creates one or more of the following effects:
- Megalophobia. When a creature is inside Clover's lair, it becomes terrified of Clover. When taking rests, it must pass a DC 12 WIS saving throw to gain any benefit from that rest.
- Gargantuan Eyes. All creatures in Clover's lair, while within 1 mile, have disadvantage on DEX (Stealth) checks.
If Clover dies, these effects fade over the course of 1d20+5 days.
Previous Versions
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10/14/2026 12:59:52 AM
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Posted Oct 16, 2026Clover-Bugs statistics are here.