Homebrew Flowery Species Details
Medium Plant, Chaotic Evil
Armor Class 26
Hit Points 311 (27d8 + 189)
Speed 35 ft., fly 55 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 20 (+5) | 24 (+7) | 18 (+4) | 20 (+5) | 24 (+7) |
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Acrobatics +11, Deception +13, Perception +11, Performance +13
Senses Darkvision 120 ft., Passive Perception 21
Languages Common, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Flowery Save DC
Whenever one of Flowery's features requires a saving throw and doesn't specify another DC, the save DC is 19.
Legendary Resistance (2/Day)
If Flowery fails a saving throw, he can choose to succeed instead.
Magical Attacks
Flowery's weapon attacks and attacks created by his supernatural flora are magical.
Hovering
Flowery can Hover.
When he isn't actively using his flying speed to gain altitude, he habitually floats no more than 25 feet above the ground, usually holding his cape firmly as though the world itself is producing a personal breeze for him.
Drip
Damage, filth, violent weather, blood, environmental destruction, and virtually any other external interference fail to diminish Flowery's immaculate presentation.
His heartwarming smile remains untouched. His clothes remain pristine. Most importantly, his hair continues to dance majestically.
This feature doesn't prevent Flowery from taking damage or suffering conditions.
Overgrowth
As an Action, Flowery can drown the battlefield in virtually any form of plant life or plant-dominated ecosystem he desires.
Flowery chooses a point he can see on the same plane of existence. Overgrowth can transform a contiguous region measuring up to 300 feet across around that point.
The growth ignores gaps in ordinary terrain and isn't impeded by Difficult Terrain. Unless a planar boundary or similarly absolute restriction prevents the transformation, the vegetation relentlessly establishes itself even through extreme environmental conditions, potentially smothering enormous fires, overtaking flooded terrain, or radically reshaping the battlefield.
The resulting flora remains indefinitely.
Flowery can use another Action to replace any portion of an existing Overgrowth area with a different type of flora, allowing several different ecosystems to coexist throughout the battlefield.
All supernatural flora created through Overgrowth disappears permanently when Flowery is defeated.
Whether the transformation leaves behind permanent structural damage, altered terrain, Difficult Terrain, drained water, destroyed vegetation, or other lasting environmental consequences is determined by the DM.
The following environments are examples of flora Flowery can produce.
Bamboo Forest
Flowery causes impossibly dense bamboo to erupt throughout the affected area.
The bamboo grows close enough together that navigating the forest becomes extraordinarily difficult.
While within the Bamboo Forest, each creature other than Flowery has each of its movement speeds reduced to 10 feet.
This restriction applies to terrestrial and aerial movement alike.
Bamboo Cage
The Bamboo Forest reacts to movement independently of Flowery.
Once between the start of one of Flowery's turns and the start of his next turn, when one or two creatures within the Bamboo Forest move, the terrain itself can cause nearby bamboo shoots to extend violently toward them.
This effect requires no action or Reaction from Flowery.
Each chosen creature must make a DC 19 Dexterity saving throw.
On a successful save, the creature avoids the growth.
On a failed save, the bamboo interlocks around the creature, trapping it inside an ever-tightening cage. The creature becomes Restrained.
On each of its turns, a creature trapped in this way can use a Bonus Action to make a DC 19 Strength saving throw.
On a success, it breaks free and is no longer Restrained.
On a failure, the bamboo contracts further and the creature takes 14 (2d8 + 5) Bludgeoning damage.
A Bamboo Cage has 40 Hit Points.
Attacks made against it automatically hit.
Fire damage dealt to the cage is doubled.
When the cage is reduced to 0 Hit Points, it breaks apart and releases the creature.
Woody Swamp Vines
The affected terrain collapses into a foul, knee-deep swamp whose floor is completely infested with thick, woody, spiked vines.
A putrid haze constantly rises from the water.
A creature within the swamp that relies on ordinary sight can't see through the haze beyond 15 feet.
At the start of each creature's turn while it is standing in the swamp, if that creature is capable of smelling, it must make a DC 19 Constitution saving throw.
On a failed save, the stench causes the creature to briefly vomit uncontrollably. The creature has Disadvantage on the next attack roll it makes before the end of that turn.
On a successful save, it suffers no effect from the stench that turn.
Thorned Bottom
The submerged vines carpet the bottom of the swamp.
At the end of a creature's turn, if any part of that creature is in physical contact with the vines, it takes 6 (1d6 + 3) Piercing damage.
The Lake of Lilies
The affected terrain transforms into a vast lake of extraordinarily clear water.
Large lilies spontaneously spread across its surface.
Individual lilies range from Small to Large and can support anywhere from approximately 10 kilograms to 500 kilograms, as determined by Flowery when each lily forms.
Creatures can stand upon the lilies and use them to traverse the lake.
Devouring Moss
Despite the water's pristine appearance, it carries microscopic supernatural moss.
When a living creature first makes physical contact with the water, it must make a DC 19 Constitution saving throw.
Afterward, whenever one of that creature's previously unexposed extremities makes contact with the water, the creature must make another Constitution saving throw for that newly exposed extremity.
Continuous contact with the water doesn't repeatedly trigger additional saving throws for an extremity that has already been exposed.
On a successful save, the relevant exposure causes no effect.
On a failed save, each extremity affected by that exposure becomes violently infested.
The moss spreads both across and beneath the flesh, producing a gruesome but strangely magnificent bloom of vegetation.
For each separately infected extremity, the creature takes 15 (3d6 + 5) Necrotic damage.
An arm and a leg becoming infected, for example, cause the damage to be applied twice.
An infected extremity immediately begins to rot as the moss drives its roots toward the nearest joint.
The infection can be completely removed through:
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any amount of magical healing;
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an appropriate medicine or potion;
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a suitable specialized technique; or
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another treatment approved by the DM.
If the infestation isn't removed before the end of the creature's third turn after becoming infected, the affected extremity rots through at the joint and falls away.
Closing Lilies
A lily begins closing as soon as a foreign creature or object comes into contact with it.
At the end of the fifth consecutive round during which the lily remains occupied, it completely closes and anything still resting upon it falls into the lake.
Laser Garden of the Turning Sunflowers
The ground becomes completely covered in jagged, mirror-like crystals capable of trapping and repeatedly reflecting light.
Massive crystalline sunflowers emerge between them, their petals only loosely connected to enormous circular receptacles and revolving around them with unnatural elegance.
Captured Sunlight
If no continuous and sufficiently powerful source of light is present, the crystalline ground emits only a faint blue glow and causes no damage.
If exposed to a continuous light source powerful enough to sustain the effect, such as direct sunlight, the crystals trap the incoming light and rapidly convert the lowest portion of the battlefield into an environment comparable to an open furnace.
A creature that ends its turn within 10 feet above the crystal-covered ground takes 7 (2d4 + 2) Fire damage.
Turning Sunflower Laser
2/Combat
As an Action, Flowery commands the crystalline sunflowers to align their receptacles.
They discharge an enormous beam 10 feet wide and 120 feet long.
Each creature in the line must make a DC 19 Dexterity saving throw.
On a failed save, a creature takes 33 (8d6 + 5) Fire damage.
On a successful save, it takes half as much damage.
A creature benefiting from Three-Quarters Cover or Total Cover automatically avoids the beam and takes no damage.
The beam violently scours the terrain along its path, and the DM determines what ordinary structures or surfaces are damaged or destroyed.
HBB Note: At the DM's discretion, Three-Quarters Cover or Total Cover that completely protects a creature from the beam can be destroyed in the process. This prevents the same piece of cover from indefinitely absorbing repeated attacks.
Sundew
A short but extraordinarily dense population of flowering plants spreads throughout the terrain.
The flowers constantly release hard, sand-like pollen that rapidly absorbs moisture from the surrounding atmosphere and from living bodies.
The resulting air is both exceptionally dry and dangerously oxygen-poor.
A creature that doesn't need to breathe is immune to the effects of this terrain.
At the start of each other creature's turn within the Sundew, it must make a DC 19 Constitution saving throw.
On a failed save, the creature becomes Asphyxiated.
Asphyxiated
While Asphyxiated:
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all of the creature's movement speeds are halved;
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it can't take Reactions; and
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it has Disadvantage on Strength and Dexterity saving throws.
The creature can also experience vivid distortions, flashes, phantom shapes, or other hallucinations as oxygen deprivation progressively affects its brain.
At the start of each of its turns while Asphyxiated, the creature repeats the Constitution saving throw.
On a successful save, Asphyxiation ends and its accumulated failures are reset.
On a failed save, the creature accumulates one asphyxiation failure.
The original saving throw that caused the creature to become Asphyxiated counts as its first failure.
If the creature accumulates three failures during one continuous period of Asphyxiation, the pollen has stripped its body of enough moisture and oxygen to cause catastrophic organ failure, and the creature dies.
If Asphyxiation ends before three failures are accumulated, the count resets to 0.
Actions
Multiattack
Flowery makes two attacks, choosing among Bubble Kiss and Backhand Slap.
If Flowery has moved more than 30 feet during the current turn, he can replace one of these attacks with Dropkick.
Flowery can make only one Dropkick during the same Action.
Bubble Kiss
Flowery blows a cascade of kisses that swell into soft pink bubbles before violently striking everything ahead of him.
Flowery makes a separate ranged weapon attack against each creature of his choice in a 45-foot cone.
Ranged Weapon Attack: +11 to hit, range 45 ft., one target.
Hit: 12 (2d6 + 5) Bludgeoning damage.
This attack is magical.
Backhand Slap
Flowery strikes his target disgracefully with the back of his hand.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) Bludgeoning damage.
Dropkick
Flowery can use this attack only if he has traveled more than 30 feet during the current turn.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) Bludgeoning damage, and the target is pushed 5 feet directly away from Flowery, regardless of its size.
The attack leaves an immaculate shoe print on the target.
The Whims of the Seasons
Flowery's movement becomes almost impossible to read as the character of the battlefield shifts around him.
Spring Breeze
Reaction Range: 120 ft.
When a creature Flowery can see within 120 feet moves at least 5 feet, makes an attack roll, or produces a hostile effect that targets Flowery or forces him to make a saving throw, Flowery can use his Reaction to perform a Spring Dash.
Spring Dash
Flowery moves up to 30 feet.
This movement doesn't provoke Opportunity Attacks.
He can't pass through creatures, solid objects, or other obstructions during this movement.
If Flowery's path brings him into direct contact with a creature, his movement ends in the nearest unoccupied space adjacent to it.
That creature must make a DC 19 Constitution saving throw.
On a failed save, the creature is pushed 5 feet directly away from Flowery, regardless of its size.
Whether the saving throw succeeds or fails, successfully reaching a creature in this way grants Flowery one additional Spring Dash as part of the same Reaction.
Each additional dash can likewise grant another dash by reaching another creature.
Flowery can make a maximum of four Spring Dashes during the same Reaction.
Finishing Kick
At the end of any Spring Dash, Flowery can choose to end Spring Breeze by making one kick against a creature within 5 feet.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 19 (4d6 + 5) Bludgeoning damage.
The kick is delivered with enough force to cave in exceptionally durable objects.
Winter Breeze
4/Combat
As an Action, Flowery fractures into four spectral duplicates.
All four immediately streak toward one creature Flowery can see within 60 feet.
Make four separate attacks against the target.
Ranged Magical Attack: +11 to hit, range 60 ft., one target.
Hit: 16 (2d10 + 5) Radiant damage.
Each duplicate disappears immediately after its attack resolves.
Summer Breeze
2/Combat
As an Action, Flowery rises up to 60 feet vertically, or as high as the available space allows.
His body dissolves into a brilliant humanoid amalgam of white light.
Flowery shines no dimmer than the sun.
Each creature that can perceive Flowery through ordinary, light-dependent sight must make a DC 19 Constitution saving throw.
On a failed save, the creature is Blinded until the end of its second turn after making the saving throw.
On a successful save, the creature isn't Blinded, but attack rolls it makes against Flowery have Disadvantage for the same duration.
For the duration of Summer Breeze, Flowery has Advantage on all saving throws.
Summer Breeze lasts until the end of Flowery's second turn after activating it.
During each use of Summer Breeze, Flowery can use Color Drizzle once.
Color Drizzle
Bonus Action, 1/Summer Breeze
Flowery bombards the battlefield with an endless shower of condensed bubbles of color.
Choose a 45-foot-long, 15-foot-wide line originating from Flowery.
The bubbles burst on contact, violently mixing every visible color throughout the area of impact.
Each creature in the line must make a DC 19 Dexterity saving throw.
On a failed save, a creature takes 32 (5d10 + 5) Bludgeoning damage.
On a successful save, it takes half as much damage.
Autumn Breeze
2/Combat
As an Action, Flowery chooses a direction and launches himself up to 60 feet in a straight line.
His speed becomes so extreme that his afterimage separates into the individual colors of a rainbow.
This movement doesn't provoke Opportunity Attacks.
Flowery can't pass through a solid creature or object.
He stops immediately before the first creature or object made of solid matter encountered in his path and crashes into it with devastating force.
A creature struck in this way takes 30 (10d4 + 5) Force damage and must make a DC 19 Wisdom saving throw.
On a failed save, the creature gains Shades of White for 1d4 rounds.
Shades of White
A creature affected by Shades of White is struck by an impossible refraction of the color white.
Its natural shadow is replaced by a constantly shifting rainbow of separated color.
Whenever the affected creature moves, its altered shadow leaves a persistent rainbow trail across every surface touched by that shadow.
The trail remains for the duration of Shades of White unless detonated.
The first time another creature comes within 5 feet of any portion of that trail, the trail instantly strips the color from the triggering creature and uses it as a catalyst.
The creature's loss of color is cosmetic.
Every connected section of the rainbow trail then erupts simultaneously.
The explosion follows the complete shape of the connected trail, creating a 30-foot-wide corridor centered on it.
Each creature within the explosion takes 26 (6d6 + 5) Fire damage.
No saving throw is made against this damage.
The creature suffering from Shades of White can also be damaged by its own trail's explosion.
Immediately after the explosion resolves, the entire rainbow trail disappears.
The affected creature can continue creating a new trail for the remainder of Shades of White's duration. A newly created trail can trigger another explosion normally.
All remaining rainbow trails disappear when Shades of White ends.
Legendary Actions
Flowery can take 3 Legendary Actions, choosing from the options below.
Only one Legendary Action can be used at a time and only at the end of another creature's turn.
Flowery regains all expended Legendary Actions at the start of his turn.
Majestic Drift
Flowery moves up to half his flying speed without provoking Opportunity Attacks.
Backhand Slap
Flowery makes one Backhand Slap attack.
Bloom Somewhere Else
Costs 2 Actions. Flowery chooses a portion of an existing Overgrowth area that he can see and replaces an area up to 30 feet across with another Overgrowth environment available to him.
Creating the replacement requires no additional Action, and the new terrain begins functioning immediately.
Bubble Kiss
Costs 2 Actions. Flowery uses Bubble Kiss.
Flowery Traits
A flamboyant airborne plant boss who overwhelms the battlefield with shifting supernatural biomes, seasonal movement techniques, radiant barrages, and relentless terrain control.Comments
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Posted Sep 22, 2026heh, its my Jarona