Medium Plant, Unaligned
Armor Class 14
Hit Points 85 (10d8 + 40)
Speed 20 ft., Swim 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws WIS +2
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Blinded, Deafened, Exhaustion, Poisoned
Senses Tremorsense 60 ft., Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

False Appearance. While the blood lily remains motionless, it is indistinguishable from an ordinary plants.

Actions

Multiattack. The blood lily seeder makes two attacks with its arm vines and uses Burrowing Seed.

Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Instead of dealing damage, the blood lily seeder can grapple the target (escape DC 15).

Burrowing Seed. A seed launches from the blood lily seeder at one humanoid that the seeder can see within 10 feet of it. The target must succeed on a DC 11 Dexterity saving throw to avoid the seed latching onto the target’s skin, and does so at disadvantage if it is grappled by the blood lily seeder. While on the target’s skin, the seed can be scraped off using an action. Otherwise, the seed burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per seed infesting it (maximum of 10d6). A seed-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a blood lily zombie. If a seed-infested creature is targeted by an effect that cures disease or removes a curse, all the seeds infesting it wither away.

Acrais

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