Page 209 - Monster Manual Expanded III Dragonix
P. 209
Doom Blossom
The doom blossom is a carnivorous plant that
resembles a giant orchid. It has four 3-foot diameter
star-shaped magenta-colored flowers with a beautiful
overlay of dark burgundy-colored patterns on its petals
and sepals. Each flower is a horrid mouth lined
with sharp, needle-like teeth that drip toxic venom.
A fully-grown specimen reaches a height of 9 feet,
with tendril-like roots extending up to 10 feet from
the base of its 4-foot diameter stem.
Adaptable Hunter. The doom blossom is highly
adaptable and can live in almost all climates
except cold and arid extremes. It thrives in
tropical jungles, but others can be found in
temperate forests and swamps, and semi-desert
regions near the coast and tundra. The doom
blossom roots itself near animal trails, footpaths,
and riverbanks, where it can wait patiently for
prey.
Spores of Doom. When the doom blossom
senses prey nearby, it releases poisonous spores.
When breathed in by a creature, the spores' toxins
instantly cause nerve damage and compels the
victim to approach the plant, sending it to its doom.
Once a target is within reach, the doom blossom
attacks with its root tendrils, snaring the prey and
pulling it close where its dreaded flowers can finish
it off with its venomous bites. Once the prey is slain,
the doom blossom tears and dismembers the corpse
with its tentacles and teeth into bite-sized chunks
of meat that it can swallow. The doom blossom
purposely leaves some of the corpse's remains to rot
and fester, not just to add nutrients to the soil which
the plant still needs, but to attract the attention of
scavenging animals that it can prey on.
Doom Blossom Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 13
Large plant, unaligned
Constitution saving throw, taking 14 (4d6) poison damage on a failed
save, or half as much damage on a successful one.
Armor Class 11 (natural armor)
Root Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one
Hit Points 76 (9d10 + 27)
creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is Large
Speed 10 ft.
or smaller, it is grappled (escape DC 12) and pulled 5 feet toward the
doom blossom. Until this grapple ends, the target is restrained and
STR DEX CON INT WIS CHA
doom blossom can automatically hit the target with its root tendril.
15 (+2) 8 (-1) 16 (+3) 1 (-5) 3 (-4) 1 (-5)
The doom blossom has 6 root tendrils, each of which can only
grapple one target.
Damage Vulnerabilities fire
Each root tendril can be attacked (AC 10; 10 hit points; immunity
Damage Resistances bludgeoning, piercing
to psychic damage). Destroying a root tendril deals no damage to the
Condition Immunities blinded, deafened, frightened doom blossom, which can use an action to grow a replacement root
Senses blindsight 60 ft. (blind beyond this radius), passive
tendril.
Perception 6
Languages --- Doom Pheromones (1/Day). The doom blossom releases
Challenge 4 (1,100 XP) Proficiency Bonus +2 pheromones in a 60 -foot -radius cloud. The pheromones spread
around corners and lingers in the air for 1 minute. Each creature
that is completely within the cloud at the start of its turn must make a
False Appearance. While the doom blossom remains motionless, it
DC 13 Constitution saving throw against poison. On a failed save, the
is indistinguishable from a Large normal flower plant.
creature is charmed until the start of its next turn. While charmed,
Rooted. The doom blossom has advantage on Strength and the creature tries to get as close to the doom blossom as possible,
Dexterity saving throws made against effects that would pull, push, using its actions to Dash until it is within 5 feet of the doom blossom.
or knock it prone. Creatures that don't need to breathe or are immune to poison
Actions automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud
Multiattack. The doom uses Doom Pheromones, if available. It then after 4 rounds. A strong wind (at least 20 miles per hour) disperses it
makes four melee attacks, any number of which can be Bite or Root after 1 round.
Tendril attacks.
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Bestiary

