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Canker Bloom

Large plant, chaotic evil
Armor Class 10
Hit Points 220 (20d10+110)
Speed 20ft Climb: 20ft

STR
12 +1
DEX
12 +1
CON
24 +7
INT
5 -3
WIS
18 +4
CHA
3 -4

Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing and Slashing from non-magical sources.
Damage Immunities Poison, Necrotic
Condition Immunities Blinded, Deafened, Feared, Poisoned
Senses Blindsight 120ft. (blind beyond this radius), Passive Perception 14.
Challenge 7


Rupturing Spores. After taking any amount of non-cold damage, the surface of the Canker Bloom ruptures, spewing clouds of debilitating spores into the air with a radius of 10ft. from the Canker Bloom that serves as 1/2 cover for all creatures inside the cloud. Creatures that begin or end their turn inside these spores take 5 (1d6+2) poison damage and are forced to make a Constitution Save of 13. Creatures that fail this save are blinded until they leave the cloud, any creature that passes this save becomes immune to the blinding properties of Rupturing Spores for 24 hours. these spore clouds dissipate after an hour, a force of wind can remove them after 1 round.  


Actions

Multiattack. The Canker Bloom makes three Miasma Vine. attacks   Miasma Vine. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: 8 (2d6+1) bludgeoning damage, if the target is currently in an area affected by Rupturing Spores, they take an additional 2d6 poison damage.   Blight Pod. The Canker Bloom Ejects a spore laden pod at an area that it can see within 90ft., dealing 2d6 poison damage to all creatures within a 10ft sphere, creatures that pass a DC 13 Dexterity Save take half of this damage. after damage is dealt, the area becomes laden with spores that take on the properties of Rupturing Spores.


 

Legendary Actions

The Canker Bloom has a single legendary action that automatically uses Blight Pod at an initiative of 1.  



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