5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Plants >

Blood Bush

Small plant, unaligned

Armor Class 13 (natural armor)
Hit Points 59 (7d6 + 35)
Speed 0 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 20 (+5) 2 (–4) 12 (+1) 8 (–1)

Damage Vulnerabilities thunder
Damage Resistances cold, fire
Damage Immunities lightning
Senses blindsight 30 ft., passive Perception 11
Languages
Challenge 3 (700 XP)

Special Traits

  • 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 Flower Dart attack and two Tendril attacks.
  • 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).
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene