Page 208 - Monster Manual Expanded III Dragonix
P. 208
Plants
Monstrous Corpse Flower
A corpse flower, if left unchecked, will continue
to consume corpses and grow until it reaches a
monstrous size. This usually happens due to the
efforts made by the Blightlords of Talona, an evil cult
of plague druids based in the Unapproachable East. Their
members cultivate, tend, and grow corpse flowers until
they reach such sizes where they can be directed and
unleashed alone on civilized settlements.
Corpse Spray. If the monstrous corpse flower
was able to consume enough corpses, it can
discharge a powerful jet of liquified corpse
remains and bones. Creatures caught by
the spray are left battered and momentarily
sickened, if not outright killed.
Corpse Flower, Monstrous Spider Climb. The corpse flower can climb difficult surfaces,
including upside down on ceilings, without needing to make an
Huge plant, chaotic evil
ability check.
Armor Class 13 (natural armor) Stench of Death. Each creature that starts its turn within 10 feet
Hit Points 189 (18d12 + 72) of the corpse flower or one of its zombies must make a DC 16
Speed 30 ft., climb 30 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) 18 (+4) 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
Actions
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 13
Languages — Multiattack. The corpse flower makes three Tentacle attacks and
uses Harvest the Dead, if applicable.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Tentacle. Melee Weapon Attack: +8 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 16 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 in-
stantly regains 22 (4d10) hit points. Nothing of the digested body Corpse Spray (Recharges 5-6). The corpse flower consumes up to
remains. Any equipment on the corpse is expelled from the corpse four humanoid corpses and discharges a powerful jet of putrefied
flower in its space. liquid body remains and bones in a 30-foot cone. Each creature in
• The corpse flower animates two dead humanoids in its body, that area must succeed on a DC 16 Constitution saving throw. On
turning them into zombies. The zombies appear in an unoccupied a failed save, a target takes 7 (2d6) piercing damage and 7 (2d6)
necrotic damage for each corpse consumed by the corpse flower
space within 5 feet of the corpse flower and act immediately after
and the target is incapacitated until the end of the corpse flower's
it in the initiative order. The zombies act as allies of the corpse
flower but aren't under its control, and the flower’s stench clings to next turn. On a successful save, a target takes half as much damage
the zombies (see the Stench of Death trait). and isn't incapacitated.
207
Bestiary

