Page 211 - Dragonix - DM Options, Monster Talents II
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Corpse Flower












































          Corpse Flower, Monstrous                              Spider Climb. The corpse flower can climb difficult surfaces,
                                                                including upside down on ceilings, without needing to make an
          Huge Aberration
                                                                ability check.
          Armor Class 13 (natural armor)                        Stench of Death. Each creature that starts its turn within 10 feet
          Hit Points 207 (18d12 + 90)                           of the corpse flower or one of its zombies must make a DC 14
          Speed 20 ft., climb 20 ft.                            Constitution saving throw, unless the creature is a construct or
                                                                undead. On a failed save, the creature is incapacitated until the
              STR           DEX           CON           INT           WIS           CHA   end of the turn. Creatures that are immune to poison damage or
                 18 (+4)      14 (+2)       20 (+5)       7 (-2)        16 (+3)        3 (-4)  the poisoned condition automatically succeed on this saving throw.
                                                                On a successful save, the creature is immune to the stench of all
                                                                corpse flowers for 24 hours.
          Condition Immunities blinded, deafened
          Senses blindsight 120 ft. (blind beyond this radius), passive   Actions
            Perception 13
                                                                Multiattack.  The corpse flower makes three tentacle attacks and
          Languages  —
                                                                uses Harvest the Dead, if applicable.
          Challenge 15 (13,000 XP)
                                                                Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
          Corpses. When first encountered, a corpse flower contains the   Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed
          corpses of 2d6 + 6 humanoids. A corpse flower can hold the remains   on a DC 18 Constitution saving throw or take 21 (6d6) poison
          of up to eighteen dead humanoids. These remains have total cover   damage.
          against attacks and other effects outside the corpse flower. If the
                                                                Harvest the Dead. The corpse flower grabs one unsecured dead
          corpse flower dies, the corpses within it can be pulled free.
                                                                humanoid within 10 feet of it and stuffs the corpse into itself, along
              While it has at least one humanoid corpse in its body, the corpse
                                                                with any equipment the corpse is wearing or carrying. The remains
          flower can use a bonus action to do one of the following:
                                                                can be used with the Corpses trait.
          •  The corpse flower digests two humanoid corpse in its body and
                                                                Corpse Spray (Recharges 5-6). The corpse flower consumes up
           instantly regains 22 (4d10) hit points. Nothing of the digested
                                                                to four humanoid corpses and discharges a powerful jet of putrid
           body remains. Any equipment on the corpse is expelled from the
                                                                body fluids and bones in a 30-foot cone. Each creature in that area
           corpse flower in its space.
                                                                must succeed on a DC 18 Constitution saving throw. On a failed
          •  The corpse flower animates two dead humanoids in its body,
                                                                save, a target takes 2d6 piercing damage and 2d6 necrotic damage
           turning them into zombies. The zombies appear in an unoccupied
                                                                for each corpse consumed by the corpse flower and the target is
           space within 5 feet of the corpse flower and act immediately after
                                                                incapacitated until the end of the corpse flower's next turn. On
           it in the initiative order. The zombies act as allies of the corpse
                                                                a successful save, a target takes half as much damage and isn't
           flower but aren't under its control, and the flower’s stench clings
                                                                incapacitated.
           to the zombies (see the Stench of Death trait).
        210         Chapter 3. Bonus Sampler Stat Blocks
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