Killer Plant (5e Creature)
Killer Plant[edit]
Large aberration (black arms), lawful evil Armor Class 11 (natural armor)
Proficiency Bonus +4 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. ACTIONSMultiattack. 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. REACTIONSParry. 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. |
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