Page 235 - Tomb of Annihilation
P. 235
TRI-FLOWER FROND
When fully grown, a tri-flower frond stands 6 to 7 feet
tall. It has three bright, trumpet-shaped flowers, each as
large as a human head and each one a different color:
intense red, vivid orange, and bright yellow. Each flower
can harm a creature in a different terrible way.
VEGEPYGMIES
Vegepygmies, also called mold folk or moldies, are
fungus creatures that inhabit dark areas that are warm
and wet, including underground caves and dense forests
where little sunlight penetrates. Although they prefer
to eat fresh meat, bone, and blood, vegepygmies can ab-
sorb nutrients from soil and many forms of organic mat-
ter, meaning that they rarely go hungry. A vegepygmy
can hiss and make other noises by forcing air through
its mouth, but it can't speak in a conventional sense.
Among themselves, vegepygmies communicate by hiss-
ing, gestures, and rhythmic tapping on the body.
Vegepygmies build and craft little; any gear they have
TRI- FLOWER F ROND
is acquired from other creatures or built by copying siln-
Medium planl, unaligned
ple construction they have witnessed.
As a vegepygmy ages, it grows tougher and develops
Armor Class 10
spore clusters on its body. Spore-bearing vegepygmies
Hit Points 11 (2d8 + 2)
Speed 5 ft. become chiefs. A vegepygmy chief can expel its spores
in a burst, infecting nearby creatures.
STR DE~ CON INT WIS CHA
1 (-5) 10 (+O) 12 (+ 1) 1 (-5) 10 (+O) 1 (-5) VEGEPYGMY
Small plant, neutral
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Armor Class 13 (natural armor)
Languages - •
Challenge 1/2 (100 XP) Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR DEX CON
ACTIONS INT WIS CHA
7 (-2) 14 (+2) 13 (+1) 6 (-2) 11 (+O) 7 (-2)
Multiattack. The tri-flower frond uses its orange blossom, then
its yellow blossom, and then its red blossom.
Skills Perception +2, Stealth +4
Damage Resistances lightning, piercing
Orange Blossom. The tri-flower frond chooses one creature it
Senses darkvision 60 ft., passive Perception 12
can see within 5 feet ofit. The target must succeed on a DC
Languages Vegepygmy
11 Constitution saving throw or be poisoned for 1 hour. While
Challenge 1/4 (SO XP)
poisoned in this way, the target is unconscious. At the end of
each minute, the poisoned target can repeat the saving throw,
ending the effect on itself on a success. Plant Camouflage. The vegepygmy has advantage on Dexterity
(Stealth) checks it makes in any terrain with ample obscuring
Yellow Blossom. The tri-flower frond chooses one creature it
plant life.
can see within 5 feet of it. The target must succeed on a DC 11
Dexterity saving throw, or it is covered with corrosive sap and Regeneration. The vegepygmy regains 3 hit points at the start
takes 5 acid damage at the start of each of its turns. Dousing of its turn. lfit takes cold, fire, or necrotic damage, this trait
the target with water reduces the acid damage by l point per doesn't function at the start of the vegepygmy's next turn. The
pint or flask of water used. vegepygmy dies only if it starts its turn with 0 hit points and
doesn't regenerate.
Red Blossom. Melee Weapon Attack: +2 to hit, reach 5 ft., one • •
creature. Hil: 2 (ld4) piercing damage, and the target is grap·
ACTIONS
pied (escape DC 11). Until this grapple ends, the target takes 5
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
(2d4) poison damage at the start of each of its turns. The red
Hit: 5 (ld6 + 2) slashing damage.
blossom can grapple only one target at a time. Another crea·
tu re within reach of the tri-flower frond can use its action to
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
end the grapple on the target.
target. Hit: 4 (ld4 + 2) bludgeoning damage.
\.PPENDIX D I MONSTERS ANO l'PCS
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