Attractive Pollen (1/Day). When the jungle flower detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the jungle flower as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
False Appearance. While the jungle flower remains motionless, it is indistinguishable from a tropical plant, though if discovered up close, it is often mistaken for a tree, due to its immense size. While the tendril vines remain motionless, they are indistinguishable from normal plant vines.
Tendril Vines. The jungle flower can have up to 16 tendril vines, of which four can be active at a time. Each tendril can be attacked (AC 18; 10 hit points; immunity to poison and psychic damage). Destroying a tendril vine deals 1 point of damage to the jungle flower, which draws the acute attention of the jungle flower. A tendril can also be broken if a creature takes an action and succeeds on a DC 20 Strength check against it.
Multiattack. The jungle flower makes four attacks with its Tendril Vines, uses Entangling Vines, and makes one Engulf attack.
Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the jungle flower’s leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the jungle flower, and takes 14 (4d6) acid damage at the start of each of the target’s turns. If the jungle flower dies, the creature inside it is no longer restrained by it. A jungle flower can engulf a maximum of two creatures at a time.
Entangling Vines. The jungle flower can animate normal vines and roots on the ground in a 20-foot square within 50 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the jungle flower dies or uses Entangling Vines again.
Tendril Vine. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and it takes 14 (4d6) poison damage at the start of each of its turns, and the jungle flower can't use the same tendril on another target.
Description
Artwork by MapHammer
An enormous pansy-esque tropical flower with a tree-sized main stalk that supports its thorned petals and is surrounded by massive sprawling tendrils flowing from the center. This omnivorous blossom uses its attractive pollen to lure its prey close, trapping it with its tendril vines before consumption.
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Posted May 26, 2020Comments welcome and appreciated!