Archespore (5e Creature)

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Archespore[edit]

Large plant, unaligned


Armor Class 14
Hit Points 102 (12d10 + 36)
Speed 5 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

Skills Stealth +7
Proficiency Bonus +3
Damage Vulnerabilities fire, thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages
Challenge 5 (1,800 XP)


False Appearance. While the archespore remains motionless, it is indistinguishable from a fern plant.

Burrowing Growth. Once per turn when the archespore uses its movement to burrow, it can choose to leave a pod in the square it previously occupied. The archespore cannot have more than five pods at any time.

ACTIONS

Multiattack. The archespore makes two bite attacks or two poison spit attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.

Poison Spit. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one creature. Hit: The target must make a DC 13 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and is poisoned until the end of its next turn. On a successful save, the target takes half as much damage and isn't poisoned.

Pod Growth. The archespore plunges its head into the ground, causing 1d4 + 1 pods to sprout up in unoccupied squares within 60 feet, up to the maximum of five pods from one archespore at any given time.
Each pod has 15 AC, 5 hit points, immunity to psychic and poison damage, and vulnerability to fire and thunder damage. At the start of each of the archespore's turns, if a creature other than an archespore is within 5 feet of a pod, the pod explodes in a 5-foot radius. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become stunned until the end of its next turn.
If the pod is destroyed before it can explode it withers doing no damage.

Poison Breath (Recharge 5-6). The archespore sprays a toxic substance in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.


Archespores look like gigantic, aesthetically unpleasing flowers with some of the traits of exceptionally cruel and bloodthirsty sundews. They are, however, far more dangerous than even the most colossal sundew. Their peculiar appearance makes them practically impossible to discern amidst other plants. By the time one draws close enough to realize what they are, it is often too late to flee.

According to popular belief, archespores are cursed plants grown in soil fertilized by the blood of the dying. They are most often found in places which in the past saw pogroms, bloody rituals or cruel murders. Four types of archespore have been catalogued to date, differing from one another in terms of coloring: brown (the least dangerous), green and purple (the most dangerous). The final variant is the yellow archespore, whose strength is similar to that of its green-colored-cousins.

Regardless of color, all archespores fight using similar methods: attacking with powerful, jaw-like leaves. If their victim is out of reach, they can also spray caustic acid which if it makes any contact whatsoever with the skin, can provoke a reaction similar to that caused by severe poisoning.

Like other plants, all archespores are extremely vulnerable to fire, which is one of the most effective methods of fighting them. Silver also works well, as does any sort of shock wave. Archespores do not like strong vibrations, which cause them to flee underground at once

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