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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