A Stage 3 plant is not an encounter that happened to be in the way. It took years,
and something fed it for years.
- They are solitary. A crowned plant starves everything around it. Expect a wide ring of stunted, dying Stage 1 plants and no Stage 2 at all within a mile — it ate them.
- They are aware. Every Stage 3 has an Intelligence high enough to negotiate, and
most can speak.
- They cannot be harvested. The taproot goes down forty feet. Killing one does not clear the soil; the bed produces Stage 1 growth again within a season unless it’s salted.
Each of these is a legendary creature with regional or field-scale effects, built
around one idea a party has to solve rather than out-damage, and sized as the
centerpiece of a session.
Regional Effects
Within 1 mile of a crowned creature’s field:
- Vegetables grow malformed faces and are inedible. Farmers who eat them dream of orange light.
- Livestock refuse to enter the fields and will break a fence to avoid it.
- Dusk holds for an extra hour, the light staying low and orange well past true sunset.
- Travelers who leave the field at night find themselves walking back toward it. A DC 16 Wisdom (Survival) check each hour is needed to make genuine progress away.
If the crowned dies, these fade over 1d10 days.
Lachrymose
Huge Plant, Neutral
An onion grown to the size of a house and still crying. The Lachrymose keens, and the sound takes the fight out of people; the fog around it is thick enough that most of a fight with one happens blind. It sheds layers without ever seeming to get smaller, and every layer that falls away gets up.
- AC
- 16
- Initiative
- +8 (18)
- HP
- 195 (17d12+85)
- Speed
- 30 ft.
- Immunities
- Poison; Blinded, Deafened, Exhaustion, Frightened, Poisoned
- Senses
- Blindsight 60 ft., Tremorsense 120 ft., Passive Perception 13
- Languages
- Understands Common and Sylvan but can’t speak
- CR
- 9 (XP 5,000; PB +4)
Traits
Legendary Resistance (2/Day, or 3/Day in Lair). If the Lachrymose fails a saving throw, it can choose to succeed instead.
Sorrow Aura. Constitution Saving Throw: DC 16, each creature that starts its turn in a 30-foot Emanation. Failure: the Blinded condition until the start of its next turn. If it fails by 5 or more it also weeps uncontrollably and has Disadvantage on Wisdom saving throws for the same duration. Creatures that have no eyes, or that have their eyes covered or closed, automatically succeed.
A Hundred Layers. Whenever it takes 25 or more damage from a single source, it sheds a layer: its Hit Point maximum decreases by 15 and a Tearmonger with half its normal Hit Points rises in an unoccupied space within 10 feet, acting on the Lachrymose’s Initiative. It can shed at most 3 layers this way.
Actions
Multiattack. The Lachrymose makes three Root Rake attacks.
Root Rake. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage plus 7 (2d6) Poison damage.
Keening (Recharge 5–6). Constitution Saving Throw: DC 16, each creature in a 60-foot Cone. Failure: 42 (12d6) Poison damage, and the target has the Blinded condition for 1 minute, repeating the save at the end of each of its turns. Success: Half damage, no blindness.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Weep. Constitution Saving Throw: DC 16, one creature within 30 feet. Failure: the Blinded condition until the end of its next turn.
Rake. The Lachrymose makes one Root Rake attack.
Flood the Furrow. Sap wells up from the soil in a 20-foot square within 120 feet. The area becomes Difficult Terrain until the end of the Lachrymose’s next turn, and each creature in it makes a DC 15 Dexterity saving throw or has the Prone condition. The Lachrymose can’t take this action again until the start of its next turn.
Thistle Colossus
Huge Plant, Unaligned
A cabbage the size of a barn, and still only a great many leaves wrapped around one small heart. Reaching that heart means cutting through all of them, while it folds whoever is nearest inside and goes on growing thorns.
- AC
- 18
- Initiative
- +7 (17)
- HP
- 133 (14d12+42)
- Speed
- 30 ft.
- Resistances
- Bludgeoning, Piercing, Slashing
- Immunities
- Blinded, Deafened, Exhaustion, Frightened, Prone
- Senses
- Tremorsense 120 ft., Passive Perception 11
- CR
- 10 (XP 5,900; PB +4)
Traits
Legendary Resistance (2/Day, or 3/Day in Lair). If the Colossus fails a saving throw, it can choose to succeed instead.
Layered Heart. The first two times the Colossus would be reduced to 0 Hit Points, it instead drops to 45 Hit Points and sheds a layer. Each shed permanently decreases its AC by 2 and removes one Resistance (Bludgeoning first, then Piercing). After the second shed it can be killed normally.
Spiked Hide. A creature that touches the Colossus or hits it with a melee attack while within 5 feet takes 7 (2d6) Piercing damage.
Actions
Multiattack. The Colossus makes two Barbed Frond attacks and one Enfold attack.
Barbed Frond. Melee Attack Roll: +10, reach 15 ft. Hit: 17 (3d8 + 6) Piercing damage.
Enfold. Melee Attack Roll: +10, reach 10 ft., one Large or smaller creature. Hit: the target has the Grappled condition (escape DC 18) and the Restrained condition while Grappled, and takes 21 (6d6) Piercing damage at the start of each of the Colossus’s turns. It can hold two creatures at a time.
Roll (Recharge 5–6). The Colossus curls and rolls up to 60 feet in a straight line through the spaces of Huge or smaller creatures without provoking Opportunity Attacks. Dexterity Saving Throw: DC 18, each creature in its path. Failure: 42 (12d6) Bludgeoning damage, and the target has the Prone condition. Success: Half damage. Creatures it is Grappling are carried along and take the damage automatically.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Frond. The Colossus makes one Barbed Frond attack.
Bristle. Until the start of the Colossus’s next turn, Spiked Hide deals 14 (4d6) Piercing damage instead.
Crush. Each creature Grappled by the Colossus takes 21 (6d6) Piercing damage. The Colossus can’t take this action again until the start of its next turn.
Harvest Crown
Gargantuan Plant, Neutral
Maize that became the field. A Harvest Crown stands at the middle of a standing maze of its own stalks that nobody can see through or move quickly in, and it shifts the rows as it likes. It is enormous, and it is very dry, and everyone who has ever beaten one did it with fire.
- AC
- 17
- Initiative
- +7 (17)
- HP
- 232 (15d20+75)
- Speed
- 20 ft.
- Vulnerabilities
- Fire
- Immunities
- Blinded, Deafened, Frightened, Prone
- Skills
- Perception +8
- Senses
- Tremorsense 120 ft., Passive Perception 18
- Languages
- Understands Sylvan but can’t speak
- CR
- 11 (XP 7,200; PB +4)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Harvest Crown fails a saving throw, it can choose to succeed instead.
The Field Itself. The ground in a 60-foot Emanation originating from the Harvest Crown is Difficult Terrain and Heavily Obscured by a standing maze of stalks. The Harvest Crown ignores both effects.
Burns Fast. Whenever it takes Fire damage, it takes an extra 10 Fire damage at the start of its next turn, and the radius of The Field Itself is halved until the end of that turn.
Rustling Alarm. It can’t be surprised, and no Plant within 300 feet that can hear it can be surprised.
Actions
Multiattack. The Harvest Crown makes three Whipping Stalk attacks.
Whipping Stalk. Melee Attack Roll: +9, reach 30 ft. Hit: 18 (3d8 + 5) Slashing damage. If the target is Huge or smaller, it makes a DC 17 Strength saving throw, and on a failure is pushed 15 feet away and has the Prone condition.
Reaping Sweep (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 30-foot Emanation. Failure: 45 (10d8) Slashing damage, and the target has the Prone condition. Success: Half damage.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Stalk. The Harvest Crown makes one Whipping Stalk attack.
Rattle. Every Plant within 300 feet that can hear the Harvest Crown moves up to half its Speed.
Shift the Rows. The maze rearranges. Every creature that isn’t a Plant within 60 feet teleports to a different unoccupied space within 60 feet of the Harvest Crown, chosen by the GM. The Harvest Crown can’t take this action again until the start of its next turn.
Reliquary
Gargantuan Plant, Lawful Neutral
The wardbulb that kept its promise long enough to become a monument. The Reliquary is a garlic the size of a chapel rooted through a churchyard, and it knows the name and the manner of death of everyone buried under it. It says them, out loud, at length. It is not hostile, it is not going anywhere, and it is losing.
- AC
- 17
- Initiative
- +9 (19)
- HP
- 248 (16d20+80)
- Speed
- 20 ft.
- Resistances
- Necrotic
- Immunities
- Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
- Skills
- Insight +9, Religion +7
- Senses
- Blindsight 120 ft., Truesight 60 ft., Passive Perception 15
- Languages
- Common, Celestial, Sylvan
- CR
- 12 (XP 8,400; PB +4)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Reliquary fails a saving throw, it can choose to succeed instead.
Hallowed Ground. The ground in a 60-foot Emanation originating from the Reliquary is Hallowed. Undead and Fiends that start their turn there take 14 (4d6) Radiant damage and have Disadvantage on attack rolls. Other creatures that start their turn there gain 5 Temporary Hit Points.
The Names Kept. The Reliquary knows the name and manner of death of every creature buried within a mile. It can speak them, and does.
Rooted Sovereign. The Reliquary can’t be moved against its will and is immune to effects that would teleport it.
Actions
Multiattack. The Reliquary makes two Censer Bough attacks and uses Litany.
Censer Bough. Melee Attack Roll: +9, reach 20 ft. Hit: 16 (3d6 + 5) Bludgeoning damage plus 10 (3d6) Radiant damage.
Litany. Up to three creatures the Reliquary can see within 60 feet each regain 18 (4d8) Hit Points and end one condition of their choice affecting them.
Sanctifying Blaze (Recharge 5–6). Constitution Saving Throw: DC 18, each creature the Reliquary chooses in a 60-foot Emanation. Failure: 45 (10d8) Radiant damage, and Undead and Fiends also have the Incapacitated condition until the end of their next turn. Success: Half damage.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Bough. The Reliquary makes one Censer Bough attack.
Speak a Name. Wisdom Saving Throw: DC 17, one creature within 60 feet. Failure: the target has the Frightened condition until the end of its next turn as it hears its own death spoken aloud in advance.
Consecrate. A 20-foot-radius Sphere within 120 feet becomes Hallowed until the end of the Reliquary’s next turn. Undead and Fiends can’t willingly enter it. The Reliquary can’t take this action again until the start of its next turn.
Bloodvine Sovereign
Huge Plant, Neutral Evil
A tomato that never stopped ripening. The Sovereign sits in a lake of its own fallen fruit and throws — volleys from thirty feet up that never seem to run out — and every death nearby, its own or anyone else’s, goes into the roots and starts the next crop.
- AC
- 17
- Initiative
- +12 (22)
- HP
- 241 (21d12+105)
- Speed
- 30 ft., Climb 30 ft.
- Immunities
- Acid; Blinded, Deafened, Frightened, Poisoned, Prone
- Skills
- Perception +6, Stealth +8
- Senses
- Blindsight 120 ft., Passive Perception 16
- Languages
- Common, Sylvan
- CR
- 12 (XP 8,400; PB +4)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Sovereign fails a saving throw, it can choose to succeed instead.
Endless Ripening. The Sovereign starts combat with 6 fruits and grows 2 more at the start of each of its turns, to a maximum of 12.
Sanguine Roots. Whenever a creature dies within 60 feet, the Sovereign gains 15 Temporary Hit Points and 2 fruits.
Great Splatter. When reduced to 0 Hit Points, it ruptures. Dexterity Saving Throw: DC 18, each creature in a 30-foot Emanation. Failure: 35 (10d6) Acid damage, and the target is coated in pulp — Disadvantage on Dexterity (Stealth) checks until it takes an action to scrape clean. Success: Half damage.
Actions
Multiattack. The Sovereign makes two Constricting Vine attacks and one Fruit Volley attack.
Constricting Vine. Melee Attack Roll: +9, reach 30 ft. Hit: 15 (3d6 + 4) Bludgeoning damage. If the target is Large or smaller, it has the Grappled condition (escape DC 17) and is pulled up to 20 feet toward the Sovereign, which can Grapple up to four creatures at a time.
Fruit Volley. Ranged Attack Roll: +9, range 90/300 ft. Hit: 22 (4d8 + 4) Acid damage. Consumes 2 fruits.
Pulp Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 3 (1d6) Acid damage per fruit consumed. Success: Half damage. Consumes all stored fruits.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Vine. The Sovereign makes one Constricting Vine attack.
Bud. The Sovereign grows 2 fruits.
Volley. The Sovereign makes one Fruit Volley attack. The Sovereign can’t take this action again until the start of its next turn.
Pumpkin King
Huge Plant, Neutral Evil
The pumpkin that stopped being a pumpkin. A Pumpkin King is a crowned thing the size of a cart, lit from within, and it talks — it holds court over every waking plant in its field and expects to be answered. It eats what it kills. When its crown finally splits, it stops holding back.
- AC
- 18
- Initiative
- +11 (21)
- HP
- 262 (21d12+126)
- Speed
- 40 ft.
- Immunities
- Fire; Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
- Skills
- Intimidation +10, Perception +8
- Senses
- Blindsight 120 ft., Passive Perception 18
- Languages
- Common, Sylvan, Druidic
- CR
- 14 (XP 11,500; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Pumpkin King fails a saving throw, it can choose to succeed instead.
Regnal Glare. The King’s crown sheds Bright Light in a 60-foot radius and Dim Light for another 60 feet. A creature Frightened by the King has Disadvantage on saving throws to end that condition while in the Bright Light.
Ember Heart. Whenever the King is subjected to Fire damage, it takes no damage and instead gains 10 Temporary Hit Points.
Siege Monster. The King deals double damage to objects and structures.
The Crown Cracks. When the King first becomes Bloodied, its crown splits with a sound like a felled tree. Its Speed increases by 10 feet, its Multiattack gains a third Vine Lash, and Ember Bloom recharges immediately.
Actions
Multiattack. The King makes two Vine Lash attacks and one Devouring Grin attack.
Vine Lash. Melee Attack Roll: +9, reach 20 ft. Hit: 17 (3d8 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. If the target is Large or smaller, it has the Grappled condition (escape DC 17).
Devouring Grin. Melee Attack Roll: +9, reach 10 ft., one creature Grappled by the King. Hit: 20 (3d10 + 4) Piercing damage. If the target is Large or smaller, it is swallowed and the Grappled condition ends (the King can have only one creature swallowed at a time). A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the King, and takes 21 (6d6) Acid damage at the start of each of the King’s turns. If the King takes 30 damage or more on a single turn from a creature inside it, the King must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the King and has the Prone condition. If the King dies, a swallowed creature is no longer Restrained and can escape from the corpse using 15 feet of movement, exiting Prone.
Ember Bloom (Recharge 5–6). The King’s rind splits and vents fire. Dexterity Saving Throw: DC 18, each creature in a 30-foot Emanation. Failure: 45 (10d8) Fire damage. Success: Half damage. Unattended flammable objects ignite.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Lash. The King makes one Vine Lash attack.
Wandering Ember. Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius Sphere centered on a point within 60 feet. Failure: 14 (4d6) Fire damage. The King can’t take this action again until the start of its next turn.
Sovereign Command. One Plant within 60 feet that the King can see moves up to its Speed and makes one attack. Alternatively, two Grinning Gourds swell out of the soil in unoccupied spaces within 60 feet, acting on the King’s Initiative. The King can’t take this action again until the start of its next turn.
Serried Crown
Gargantuan Plant, Lawful Evil
An army that grew. The Serried Crown is a bristling hedge of pikes forty feet across that raises its own infantry out of the soil and drills them; pikelings within sight of it hold formation whether they are standing in one or not. It fights like something that has read about war.
- AC
- 19
- Initiative
- +12 (22)
- HP
- 263 (17d20+85)
- Speed
- 30 ft.
- Immunities
- Blinded, Deafened, Exhaustion, Frightened, Prone
- Skills
- Perception +8
- Senses
- Tremorsense 120 ft., Passive Perception 18
- Languages
- Common, Sylvan
- CR
- 13 (XP 10,000; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Serried Crown fails a saving throw, it can choose to succeed instead.
Field Marshal. Each Pikeling within 120 feet of the Serried Crown counts as having three other Pikelings within 10 feet for the purpose of its Formation trait, regardless of position.
Bristling Hedge. A creature that enters a 15-foot Emanation originating from the Serried Crown for the first time on a turn takes 14 (4d6) Piercing damage.
Set Against the Charge. Once per turn, when the Serried Crown hits a creature that moved at least 20 feet straight toward it on its most recent turn, the attack deals an extra 21 (6d6) Piercing damage.
Actions
Multiattack. The Serried Crown makes three Greatpike attacks.
Greatpike. Melee Attack Roll: +10, reach 25 ft. Hit: 21 (3d10 + 5) Piercing damage.
Raise the Ranks (Recharge 5–6). Four Pikelings erupt from the soil in unoccupied spaces within 60 feet, acting on the Serried Crown’s Initiative. The Serried Crown can have at most eight Pikelings raised this way at once.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Pike. The Serried Crown makes one Greatpike attack.
Order the Line. Up to four Pikelings within 120 feet each move up to their Speed and make one Longpike attack.
Close Ranks. Every Pikeling within 120 feet teleports to an unoccupied space within 10 feet of the Serried Crown. Until the start of the Serried Crown’s next turn, it has Half Cover. The Serried Crown can’t take this action again until the start of its next turn.
Long Root
Gargantuan Plant, Neutral Evil
Nobody has seen all of the Long Root. It lives under the acre rather than on it and raises only what it needs to, a limb here and a limb there, always somewhere else by the time anyone swings back. What it touches loses something it does not get back, and the soil above it has been dead for years.
- AC
- 17
- Initiative
- +10 (20)
- HP
- 288 (18d20+99)
- Speed
- 10 ft., Burrow 40 ft.
- Immunities
- Necrotic, Poison; Blinded, Deafened, Exhaustion, Frightened, Poisoned, Prone
- Skills
- Stealth +5
- Senses
- Blindsight 60 ft., Tremorsense 300 ft., Passive Perception 14
- Languages
- Common, Sylvan
- CR
- 16 (XP 15,000; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Long Root fails a saving throw, it can choose to succeed instead.
Earth Glide. The Long Root burrows through nonmagical, unworked earth and stone without disturbing it.
Never Fully Surfaced. The Long Root’s body is underground; only the limbs it raises can be attacked. It keeps up to three Surfacing Limbs raised at a time, each with AC 17, 40 Hit Points, and Immunity to Necrotic and Poison, and it begins a fight with three raised. An attack or effect targeting the Long Root targets one of its raised limbs instead. Destroying a limb deals no damage to the Long Root itself. It raises one new limb at the start of each of its turns. The Long Root can be damaged directly only by effects that affect an area of the ground, by Burrowing creatures, or by a creature that has been pulled under.
Wither. A creature that takes Necrotic damage from the Long Root has its Hit Point maximum reduced by that amount until it finishes a Long Rest.
Actions
Multiattack. The Long Root makes one Surfacing Limb attack for each limb it has raised, to a maximum of three.
Surfacing Limb. Melee Attack Roll: +10, reach 20 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 10 (3d6) Necrotic damage.
Drag Under. Strength Saving Throw: DC 18, up to two creatures within 20 feet. Failure: the target is pulled into the earth. While buried, it has the Restrained and Blinded conditions, has Total Cover from outside effects, can’t breathe, and takes 21 (6d6) Necrotic damage at the start of each of its turns. It can escape with a DC 18 Strength (Athletics) check, surfacing Prone within 5 feet. A buried creature can attack the Long Root’s true body, with Advantage.
Blight the Acre (Recharge 5–6). The soil rots outward. Constitution Saving Throw: DC 20, each creature in contact with the ground in a 60-foot Emanation. Failure: 52 (15d6) Necrotic damage, and the target’s Hit Point maximum is reduced by the damage taken. Success: Half damage, no reduction.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Limb. The Long Root makes one Surfacing Limb attack.
Sink. A 20-foot square of ground within 120 feet becomes Difficult Terrain until the end of the Long Root’s next turn. Each creature there makes a DC 18 Dexterity saving throw or has the Prone condition.
Take Them Down. The Long Root uses Drag Under. The Long Root can’t take this action again until the start of its next turn.
Scald
Huge Plant, Chaotic Evil
A chili that became a wildfire with roots. The Scald runs, climbs at a run, and leaves burning ground behind it, and fire thrown at it is fire handed to it. Whole valleys have gone to a single one that nobody managed to cool down.
- AC
- 18
- Initiative
- +16 (26)
- HP
- 278 (23d12+129)
- Speed
- 50 ft., Climb 50 ft.
- Immunities
- Fire; Blinded, Deafened, Exhaustion, Frightened, Grappled, Poisoned, Restrained
- Skills
- Acrobatics +11, Perception +7
- Senses
- Blindsight 120 ft., Passive Perception 17
- Languages
- Ignan, Sylvan
- CR
- 15 (XP 13,000; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Scald fails a saving throw, it can choose to succeed instead.
Capsaicin. A creature that takes damage from the Scald makes a DC 20 Constitution saving throw. On a failure it is Seared: it takes 10 (4d4) Fire damage at the start of each of its turns and has Disadvantage on saving throws to maintain Concentration. It repeats the save at the end of each of its turns.
Feed the Fire. Whenever the Scald is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage it would otherwise have taken, and its Speed increases by 15 feet until the end of its next turn.
Heat Haze. Ranged attack rolls against the Scald from beyond 30 feet have Disadvantage.
Wildfire Step. The Scald ignores Difficult Terrain and doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach.
Actions
Multiattack. The Scald makes three Searing Lash attacks.
Searing Lash. Melee Attack Roll: +12, reach 20 ft. Hit: 15 (2d8 + 6) Slashing damage plus 10 (3d6) Fire damage, and the target is subject to Capsaicin.
Conflagration (Recharge 5–6). Dexterity Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 66 (19d6) Fire damage, and the target is subject to Capsaicin. Success: Half damage, no Capsaicin.
Bonus Actions
Flashfire. The Scald moves up to half its Speed. Each creature it moves within 5 feet of takes 7 (2d6) Fire damage.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Lash. The Scald makes one Searing Lash attack.
Blaze. The Scald uses Flashfire.
Ignite the Row. A 20-foot-radius Sphere within 120 feet catches fire until the end of the Scald’s next turn. A creature that enters it for the first time on a turn or starts its turn there takes 17 (5d6) Fire damage. The Scald can’t take this action again until the start of its next turn.
Green Multitude
Gargantuan Swarm Of Small Plants, Unaligned
There is no single pea at the middle of the Green Multitude. There is only more of it — a tide of pods the width of a valley that splits off swarms as it is hurt and swallows them back to mend. Hitting it has never yet made it smaller.
- AC
- 16
- Initiative
- +15 (25)
- HP
- 310 (20d20+100)
- Speed
- 40 ft., Climb 40 ft.
- Resistances
- Bludgeoning, Piercing, Slashing
- Immunities
- Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Skills
- Perception +7
- Senses
- Blindsight 120 ft., Passive Perception 17
- CR
- 16 (XP 15,000; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the Multitude fails a saving throw, it can choose to succeed instead.
Swarm. The Multitude can occupy another creature’s space and vice versa, and can move through any opening large enough for a Small Plant. It can’t regain Hit Points or gain Temporary Hit Points.
Innumerable. Whenever the Multitude takes 40 or more damage from a single source, a Podswarm splits off into an unoccupied space within 20 feet, acting on the Multitude’s Initiative. There is no limit to how many it can produce.
Engulfing Mass. A creature that starts its turn in the Multitude’s space has the Restrained condition (escape DC 18) and takes 21 (6d6) Piercing damage.
Damage Transfer. Damage from effects that affect an area is halved against the Multitude, but the Multitude takes an extra 10 damage from Fire.
Actions
Multiattack. The Multitude makes three Gnashing Tide attacks.
Gnashing Tide. Melee Attack Roll: +11, reach 15 ft. Hit: 21 (4d6 + 7) Piercing damage. If the target is Large or smaller, the Multitude can move it up to 10 feet into its own space.
Green Wave (Recharge 5–6). The Multitude surges across the ground. Dexterity Saving Throw: DC 19, each creature in a 60-foot Line that is 20 feet wide. Failure: 63 (18d6) Piercing damage, and the target has the Prone condition. Success: Half damage. The Multitude then moves up to its Speed.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Tide. The Multitude makes one Gnashing Tide attack.
Spill. A Podswarm splits off into an unoccupied space within 20 feet, acting on the Multitude’s Initiative.
Reform. Every Podswarm within 60 feet is absorbed back into the Multitude, which regains 10 Hit Points per swarm absorbed, up to its Hit Point maximum. The Multitude can’t take this action again until the start of its next turn.
Deepspire
Huge Plant, Unaligned
A carrot that never stopped going down. Most of a deepspire is under the field — what stands above is the crown of something twenty feet long — and the ground for thirty feet around belongs to it. Break the crown off and the rest keeps fighting, which is the trick the smallest of its kind plays too.
- AC
- 17
- Initiative
- +7 (17)
- HP
- 218 (19d12+95)
- Speed
- 15 ft., Burrow 20 ft.
- Resistances
- Piercing
- Immunities
- Blinded, Deafened, Exhaustion, Frightened, Prone
- Senses
- Tremorsense 120 ft., Passive Perception 12
- CR
- 11 (XP 7,200; PB +4)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the deepspire fails a saving throw, it can choose to succeed instead.
Spire of Roots. The ground in a 30-foot Emanation originating from the deepspire is Difficult Terrain for creatures that aren’t Plants, and the deepspire knows the location of every creature in contact with that ground.
Snapping Crown. When the deepspire first becomes Bloodied, its crown snaps off. Its Speed becomes 0, the reach of its Impaling Root increases by 10 feet, and it makes one extra Impaling Root attack on each of its turns.
Actions
Multiattack. The deepspire makes three Impaling Root attacks.
Impaling Root. Melee Attack Roll: +10, reach 20 ft. Hit: 19 (3d8 + 6) Piercing damage. If the target is Large or smaller, it has the Grappled condition (escape DC 18), and while Grappled this way it has the Restrained condition.
Drive the Stake (Recharge 5–6). The deepspire drives its taproot up beneath a stretch of ground. Dexterity Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point on the ground within 60 feet. Failure: 35 (10d6) Piercing damage, and the target is thrown 20 feet upward and falls, landing Prone. Success: Half damage only.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Root. The deepspire makes one Impaling Root attack.
Surface. A spike erupts under one creature the deepspire can sense within 60 feet. Dexterity Saving Throw: DC 17. Failure: 10 (3d6) Piercing damage.
Sink. The deepspire burrows up to its Burrow Speed without provoking Opportunity Attacks and rises again in an unoccupied space at the end of that movement. It can’t take this action again until the start of its next turn.
Torpor
Huge Plant, Neutral Evil
The ginger that stopped hurrying. Torpor sits at the cold end of the field and slows whatever comes near it — blood, breath, thought — and puts out a fresh rhizome whenever it wants hands. Nothing has ever seen it move quickly. Nothing that met it was able to either.
- AC
- 18
- Initiative
- +12 (22)
- HP
- 250 (20d12+120)
- Speed
- 20 ft., Burrow 20 ft.
- Immunities
- Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
- Senses
- Tremorsense 120 ft., Passive Perception 14
- Languages
- Sylvan
- CR
- 13 (XP 10,000; PB +5)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If Torpor fails a saving throw, it can choose to succeed instead.
Creeping Numbness. Constitution Saving Throw: DC 19, each creature that starts its turn in a 30-foot Emanation originating from Torpor. Failure: the creature’s Speed is halved and it can’t take Reactions until the start of its next turn.
Rhizome Sovereign. At the start of each of Torpor’s turns, a Gingerling rises from the soil in an unoccupied space within 30 feet, acting on Torpor’s Initiative. Torpor can have at most three Gingerlings raised this way at once.
Deep Winter. Torpor ignores Difficult Terrain, and its Speed can’t be reduced.
Actions
Multiattack. Torpor makes two Numbing Root attacks and uses Still the Blood.
Numbing Root. Melee Attack Roll: +9, reach 20 ft. Hit: 17 (3d8 + 4) Bludgeoning damage plus 7 (2d6) Poison damage.
Still the Blood. Constitution Saving Throw: DC 19, one creature within 30 feet. Failure: 10 (3d6) Poison damage, and the target has the Incapacitated condition until the end of its next turn. Success: Half damage only.
Winter Draught (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 45 (10d8) Poison damage, and the target’s Speed becomes 0 until the end of its next turn. Success: Half damage only.
Legendary Actions (3/round)
Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Root. Torpor makes one Numbing Root attack.
Numb. Torpor uses Still the Blood. It can’t take this action again until the start of its next turn.
Sink. Torpor burrows up to its Burrow Speed without provoking Opportunity Attacks and rises again in an unoccupied space at the end of that movement.
Which crowned to use
Party level is not the only axis for the choice: each of these is built around
specific mechanics, and the terrain, the party’s composition, and their resources
change which one fits.