Traits
False Stillness. While the Bloomed One is motionless, it is indistinguishable from a vine-covered corpse, statue, or dead tree unless a creature takes the Search action and succeeds on a DC 14 Wisdom (Perception) check.
Unseen Advance. At the end of another creature’s turn, if the Bloomed One isn’t being seen by an enemy, it moves up to half its Speed without provoking Opportunity Attacks.
Trapped Soul. When the Bloomed One dies, the spirit inside can be freed if Remove Curse, Lesser Restoration, or similar magic is cast on the corpse within 1 minute.
Blooming Curse. A Humanoid cursed by a Bloomed One begins a slow transformation into another Bloomed One. The curse remains until ended by Remove Curse or similar magic. Can use Lesser Restoration on the first stage. At the end of each Long Rest, the cursed creature must succeed on a DC 12 Constitution saving throw or gain one stage of the transformation:
Stage 1: Strange dreams of visions of flowers blooming in the dark. The creature has Disadvantage on saving throws against being Poisoned.
Stage 2: Moss begins to grow on the creature's skin as it turns to bark; their hair turns to roots, and their veins turn green. Speed reduced by 10 feet.
Stage 3: Flowers bloom from the eyes. The creature is Blinded.
Stage 4: The creature dies and rises 24 hours later as a Bloomed One under the DM’s control.
A successful save after reaching a stage prevents further progression until the next Long Rest, but doesn’t remove previous stages.
Actions
Multiattack. The Bloomed One makes two Root Slam attacks.
Root Slam. Melee Attack Roll: +5 1d20+5 , reach 10 ft. Hit: 10 (1d10+4) 1d10+4 Bludgeoning damage plus 4 (1d8) 1d8 Poison damage.
Grasping Vines (Recharge 5–6). Strength Saving Throw: DC 14, each creature in a 15-foot Cube originating from a point within 30 feet. Failure: The target has the Restrained condition until the end of its next turn. The area is Difficult Terrain until the end of the Bloomed One’s next turn.
Bonus Actions
Blooming Gaze (1/Day). Wisdom Saving Throw: DC 12, one creature the Bloomed One can see within 30 feet. Failure: The target has the Frightened condition until the end of its next turn.
Familiar Whispers. The Bloomed One magically mimics the voice of any Humanoid it has heard. A creature that hears the whisper within 60 feet must succeed on a DC 12 Wisdom saving throw or have Disadvantage on the next Wisdom check it makes before the end of its next turn.
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