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# Whopperflower ___ "A bizarre mimetic plant monster that harnesses the elements in combat. These plants lurk under the surface and ambush unsuspecting prey. With the passage of years, sufficient nutrition, and the right environment, it could even take root somewhere and grow into a giant tree that sways and spews elemental power..." ___ ___ > ## Pyro Whopperflower >*Medium Plant, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 76 (12d8+24) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|14 (+2)|2 (-4)|11 (+0)|5 (-3)| >___ > - **Damage Resistances** poison; bludgeoning, piercing and slashing damage from non-magical weapons > - **Damage Immunities** fire > - **Condition Immunities** blinded, deafened > - **Senses** tremorsense 60 ft. > - **Languages** — > - **Challenge** 3 (700 XP) > ___ > > **Stunning Vulnerability.** while the whopperflower is stunned, it loses its resistances and its Immunites become resistances > > **Fire Crystals.** The Whopperflower has 3 crystals, they can spend an action to burrow underground and recharge the crystals, resurfacing at the start of their next turn. > > **Plant Mimicry.** As an action, the Whopperflower can burrow underground and appear as a normal plant, a creature unaware of the whopperflower can make a DC 15 Investigation check to determine the plant is fake. > > ### Actions > > ***Multiattack (Recharge 5-6).*** The Pyro Whopperflower makes three *Fire Throw* attacks. > > ***Leaves.*** *Melee Attack:* +5 to hit, 5 ft., up to three targets. *Hit:* 13(3d6+3) bludgeoning damage > > ***Fire Throw.*** *ranged Attack:* +5 to hit, 20/60 ft., one target. *Hit:* 8(2d4+3) fire damage > > ***Crystal Charge.*** The Pyro Whopperflower consumes a crystal and begins to charge until the end of its next turn, during this time it gains 30 temporary hitpoints. While it has these hit points, it is resistant to all damage except cold and lightning damage, and Immune to bludgeoning, piercing and slashing damage. If the Whopperflower loses these hitpoints before it finishes charging, it becomes stunned until the end of its next turn. After it has charged, it can use its next two turns making 6 *Fire throw (Charged)* attacks > > ***Fire Throw (Charged).*** *ranged Attack:* +5 to hit, 20/60 ft., one target. *Hit:* 10(2d6+3) fire damage > > ***Ground Warp.*** The Pyro Whopperflower can burrow underground and resurface at a point within 60 ft. This movement does not provoke opportunity attacks \pagebreakNum ___ ___ > ## Cryo Whopperflower >*Medium Plant, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 88 (12d8+36) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|16 (+3)|2 (-4)|11 (+0)|5 (-3)| >___ > - **Damage Resistances** poison; bludgeoning, piercing and slashing damage from non-magical weapons > - **Damage Immunities** cold(cryo) > - **Condition Immunities** blinded, deafened, > - **Senses** tremorsense 60 ft. > - **Languages** — > - **Challenge** 3 (700 XP) > ___ > > **Stunning Vulnerability.** while the whopperflower is stunned, it loses its resistances and its Immunites become resistances > > **Ice Crystals.** The Whopperflower has 3 crystals, they can spend an action to burrow underground and recharge the crystals, resurfacing at the start of their next turn. > > **Plant Mimicry.** As an action, the Whopperflower can burrow underground and appear as a normal plant, a creature unaware of the whopperflower's pres can make a DC 15 Investigation check to determine the plant is fake. > > ### Actions > > ***Leaves.*** *Melee Attack:* +5 to hit, 5 ft., up to three targets. *Hit:* 13(3d6+3) bludgeoning damage > > ***Ice Spikes.*** The Whopper flower summons spikes from the ground in a 5 ft. by 20 ft. line. All creatures in this line must succeed on a DC 13 Dexterity Saving Throw or take 7 (2d6) piercing damage and 7 (2d6) cold damage. > > ***Crystal Charge.*** The Cryo Whopperflower consumes a crystal and begins to charge until the end of its next turn, during this time it gains 30 temporary hitpoints. While it has these hit points, it is resistant to all damage except fire and lightning damage, and Immune to bludgeoning, piercing and slashing damage. If the Whopperflower loses these hitpoints before it finishes charging, it becomes stunned until the end of its next turn. After it has charged, it can use its next two turns making 6 *Ice throw* attacks. > > ***Ice Throw (Charged).*** *Ranged Attack:* +4 to hit, 20/60 ft., one target. *Hit:* 7(2d6+2) cold damage > > ***Ground Warp.*** The Cryo Whopperflower can burrow underground and resurface at a point within 60 ft. This movement does not provoke opportunity attacks