Blood Bush
Small plant, unaligned
Armor Class
13 (natural armor)
Hit Points
59 (7d6 + 35)
Speed
0 ft.
STR
15 (+2)
DEX
14 (+2)
CON
20 (+5)
INT
2 (-4)
WIS
12 (+1)
CHA
8 (-1)
Damage Immunities
lightning
Damage Resistances
cold, fire
Damage Vulnerabilities
thunder
Senses
blindsight 30 ft., passive Perception 11
Languages
--
Challenge
3 (700 XP)
Germinate. Creatures that are implanted with a blood bush seed begin to suffer the effects of it rapidly germinating inside of them. Once implanted, the seed quickly begins to grow and expand. For every 24 hours that elapse, the target must repeat the DC 14 Constitution saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The germinating seed is destroyed by the immune system on a success. The target dies if this reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the blood bush seed is removed.
Actions
Multiattack. The blood bush makes one attack with its flower darts and two attacks with its tendrils.
Tendril. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12) and restrained, and the blood bush cannot grapple another target.
Flower Dart. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be implanted with a blood bush seed (see Germinate).