Huge plant, chaotic evil
- Armor Class
- 19
- Hit Points
- 230 (20d12 + 100)
- Speed
- 30 ft., climb 30 ft.
- Challenge
- 12 (8,400 XP)
- Saving Throws
- Con +9, Str +10
- Damage Resistances
- acid; cold; lightning
- Damage Immunities
- fire; poison
- Condition Immunities
- blinded; deafened; exhaustion; paralyzed; poisoned; prone
- Senses
- Blindsight 120 ft., passive Perception 10
- Languages
- understands Abyssal but can't speak
Traits
When the spore is subjected to Fire damage, each creature in a 5-foot Emanation originating from the spore takes 7 (2d6) Fire damage.
The spore doesn't need to expend extra movement to move through Difficult Terrain.
Actions
The spore makes four Tendril attacks. Alternatively, it makes two Tendril attacks and uses Consume once.
Melee Attack Roll: +10, reach 20 ft. Hit: 11 (1d10 + 6) Piercing damage plus 10 (3d6) Acid damage. If the target is Large or smaller, the spore pulls the target 5 feet straight toward itself.
str DC 18, one Large or smaller creature within 5 feet. The target is pulled into the spore's space and has the Grappled condition (escape DC 16). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 17 (5d6) Acid damage at the start of each of the spore's turns. When the spore moves, the Grappled target moves with it, costing it no extra movement. The spore can have one Large creature or up to nine Medium or smaller creatures Grappled at a time.