Kryx RPGThemesCreatures
Corpse Flower

Corpse Flower

Large plant
Challenge
8

STR
2
DEX
2
CON
3
INT
−2
WIS
2
CHA
−4

127
15d10+45
14
Fort
+4
Ref
+3
Will
+1
Condition immunities blinded, deafened

Speed 4 m., climb 4 m.
Skills Insight +2 (13), Occult +1 (12), Perception +2 (13)
Senses blindsight 20 m. (blind beyond this radius)

Corpses. 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 total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.

Once on its turn while it has at least one humanoid corpse in its body, the corpse flower can use one of the following:

  • The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) health. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.
  • The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 1 meter of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see the Stench of Death trait).

Spellcasting. The corpse flower uses Occult (Wis) to cast spells (spell save DC 13, +5 to hit with spell attacks). It has 8 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 10th-level spellcaster): poison spray

1 mana: confusion poison, detect poison, envenomed weapon, poison burst, protection from poison, putrefy food and drink, ray of sickness, slowing poison, toxic fumes

2 mana: cloudkill, halo of spores, insanity mist, neutralize poison, noxious plume, paralytic poison, poison bane, stinking cloud

Spider Climb. The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Stench of Death. Each creature that starts its turn within 2 meters of the corpse flower or one of its zombies must make a DC 14 Fortitude 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.

Actions (3)

Tentacle. Melee Weapon Attack: +5 to hit, reach 2 m. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Fortitude saving throw or take 14 (4d6) poison damage.

Harvest the Dead. The corpse flower grabs one unsecured dead humanoid within 2 meters 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.

Forest, Swamp, Urbanmtof

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9