Large plant, Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 127 (15d10 + 45) |
| Speed | 20 ft., climb 20 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 16 (+3) | 7 (-2) | 15 (+2) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | blinded; deafened; poisoned |
| Senses | blindsight 120 ft. (blind beyond this radius), passive Perception 12 |
| Languages | — |
| Challenge | 8 |
When first encountered, a corpse flower contains the corpses of 1d6 + 3 Humanoids. A corpse flower can hold the remains of up to nine Humanoids. These remains have Cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of all corpse flowers for 24 hours.
The corpse flower makes three Tentacle attacks.
Melee Attack Roll: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 10 (3d6) poison damage.
The corpse flower swallows one unsecured Humanoid corpse within 10 feet of it, along with any equipment the corpse is wearing or carrying.
Large plant, Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 127 (15d10 + 45) |
| Speed | 20 ft., climb 20 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 16 (+3) | 7 (-2) | 15 (+2) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | blinded; deafened |
| Senses | blindsight 120 ft. (blind beyond this radius), passive Perception 12 |
| Languages | — |
| Challenge | 8 |
When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have Cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:
The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.
The corpse flower makes three tentacle attacks.
Melee Attack Roll: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.
The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.