Huge Plant, Neutral
Armor Class 18 Natural Armor
Hit Points 260 (20d20 + 60)
Speed 25 ft., Burrow 10 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
13 (+1)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws STR +9, DEX +9, CON +8
Damage Vulnerabilities Slashing
Damage Resistances Bludgeoning
Damage Immunities Piercing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Passive Perception 16
Languages can understand common but can not speak it.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Blood Eater: Anytime an injured creature enters or end their turn in the Blood Bush's space it must succeed a DC16 Constitution check taking  Hit: 30 (8d6+6) piercing damage on a fail or half that much on a success. 

Regeneration. The Blood Bush regains 20 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the Blood Bush’s next turn. The Blood Bush dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack: The blood Bush can make one attack with its Thorn Whip and one attack with Vine Grasp and use Root Growth.

Bramble Vine: The Blood Bush can take a Bonus Action to try to pull a creature with in 50 feet of it 20 feet closer or into it while doing 1d10 piercing damage the creature can make a DC16 Strength check to move half as far and DC16 Constitution to take no damage.

Root Growth: The Blood Bush Makes roots grow too extreme sizes bursting out of the ground in a 40 foot radius making it difficult terrain or making a 30ft long 3ft thick 10ft tall  wall anywhere in the rooted area for one round if the ground is difficult terrain.

Thorn Whip: Melee Weapon Attack: +6 to hit, reach 15ft.,  one target. Hit: 12 (1d12 + 6) piercing  damage pulling the target 10ft toward the Blood Bush.

Vine Grasp: Ranged Weapon Attack: +6 to hit, range 60ft., two targets. Hit: 10 (1d8 + 6) Piercing damage pulling the targets 20ft toward the Blood Bush. 

Reactions

Bramble Grip: When a creature tries to move away from the Blood Bush while in the area of Bramble Vine the Blood Bush can make a Reaction to try to grapple the creature. The creature must make a DC14 Dexterity check or be grappled, the creature can make a opposing strength check with the Blood Bush to become free.

Legendary Actions

Bush Budding (Costs 1 Action). The Blood Bush can create 2 Blood Blossoms anywhere within the area of Bramble Root to attack creatures around it (look at Blood Blossom stat block for more info) they can do this 3 times a day and the blood blossoms die if they do not have blood for more than 24 hours.

Description

The Blood Bush looks to be an extremely large bush with white or red flowers flowers all over and one extremely large flower at its center (the more they have killed the deeper the red the less the whiter) the huge thorny bush the flowers leave a feeling of pleasure and terror in those who see them. The Blood Bush is only aggressive to those who are injured or touch it, and it is willing to make trades of blood for others lives and be persuaded. the nectar or honey is extremely sweet and addictive being able to make the addicted almost slaves to it, it is highly coveted in the underworld for such a reason you can find it in the hive off the bee that live in the forest it lives in close to the bush.  (look up blood nectar for more info)

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Blood Bush takes a lair action to cause one of the following effects; the Blood Bush can’t use the same effect two rounds in a row:

  • Make an area of ground spiky as if Spick growth was cast on it for one round.
  • Cover it self in a dome of roots until its next lair action to try to protect it self or keep others inside.
  • Can create a Awakened shrub (or twig blight) to help attack the creatures

Regional Effects

The region containing a legendary Blood Bush’s lair is a place with abundant plant life but very few animals mostly bees, which creates one or more of the following effects:

  • Reduces movement by 5-10ft Depending on the density of plants.
  • Provide +5 to any stealth checks done by plant Creatures in the area on top of the normal bonuses.
  • Provide 1/2 cover to medium creatures and 3/4 covers to small creatures and 1/4 cover to large creatures.

If the Blood Bush dies, these effects fade over the course of 10d6 days.

Monster Tags: plant

Habitat: ForestUnderdark

Polardude

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