Family: Florofauna

Large plant (florofauna), unaligned

Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 60 ft.

19 (+4) 14 (+2) 15 (+2) 3 (-4) 13 (+1) 10 (+0)

Skills Athletics +6, Perception +3
Damage Resistances poison
Senses passive Perception 13
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Path of Ephemeral Flowers. The bloomhorse magically creates a trail of short-lived flowers when its hooves touch a patch of earth or soil as it moves. These flowers disappear at the start of the bloomhorse’s next turn.
  • Regeneration. The bloomhorse regains 5 hit points at the start of its turn if it has at least 1 hit point. If the bloomhorse is in sunlight, it regains 10 hit points instead.


  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the bloomhorse moved at least 20 feet straight toward a creature immediately before the hit, the creature must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the bloomhorse can make another attack with its hooves against it as a bonus action.
  • Create Flower. The bloomhorse causes a flower of its choice to magically sprout from a patch of earth or soil it touches, or directly on its back. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.


Rare and majestic, bloomhorses possess equine bodies adorned with rich manes of exotic flowers. These elusive creatures roam pristine forests and gallop across forgotten valleys, leaving a trail of ephemeral flowers in their path.

Bloomhorses are brimming with life magic and exceptional regenerative powers that are further enhanced under the sun.

Their magic also allows them to create flowers at will, an ability they use to adorn their manes with a combination of flowers that is unique to each bloomhorse.

Agile and resilient, bloomhorses can be excellent steeds for those skilled enough to win their trust. In combat, bloomhorses tend to flee and avoid violence, but they can be motivated to join the fight, especially if their friends are in danger.

Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a bloomhorse for their greater steed.

Awakened Bloomhorses. Bloomhorses are eligible targets for the awaken spell. Awakened bloomhorses typically love to explore the most remote corners of the world and discover rare flowers alongside their friends. Several bloomhorses seek out libraries and universities to study botany, and many take up flower arrangement and floral design.

The term florofauna refer to unusual creatures that are not quite plants or animals, but a peculiar combination of both. Similarly, the term fungofauna refers to creatures that combine features of fungi and animals.

Members of both florofauna and fungofauna are hardy and adaptable, relying on their dual nature to survive and even thrive in hostile environments.

The combination of animal abilities with features of plants or fungi bestows these curious creatures with a range of unusual and often unexpected powers. Many adventurers seek to tame or befriend these cute critters for their unusual abilities, while others seek them out just for their distinctive cuteness. However, handling these creatures, especially those with poisonous fur, can be dangerous for those who do so without taking proper measures.


Some bloomhorses might be infused with additional fey magic, gaining the following bonus action:

  • Bloom Step. The bloomhorse can use a bonus action to magically teleport, along with any creatures riding it, up to 120 feet to an unoccupied space it can see. That space must be predominantly covered in flowers and can be the short-lived flowers from the bloomhorse’s Path of Ephemeral Flowers trait.
Section 15: Copyright Notice

Cure Creatures Compendium © 2022 Catilus RPG Author: Christina Kritikou / Catilus

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