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).

small
plant
cr3
tome-of-horrors