Killer Plant (5e Creature)

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Killer Plant[edit]

Large aberration (black arms), lawful evil


Armor Class 11 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 0 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 18 (+4)

Proficiency Bonus +4
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses blindsight 120 ft., passive Perception 13
Languages
Challenge 9 (5,000 XP)


Magic Resistance. The killer plant has advantage on saving throws against spells and other magical effects.

Stench. Any creature other than a black arms that starts its turn within 5 feet of the killer plant must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all killer plants for 1 hour.

ACTIONS

Multiattack. The killer plant makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 7 (2d6) poison damage.

Fire Breath (Recharge 6). The killer plant exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save or half as much damage on a successful one.

REACTIONS

Parry. The killer plant adds 4 to its AC against one melee attack that would hit it. To do so, the killer plant must see the attacker and be wielding a melee weapon.

Killer Plant.png
They are mutated plants aligned with the Black Arms.
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