Breloom (5e Creature)

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Breloom

Medium plant, any alignment


Armor Class 15 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 10 (+0)

Skills Stealth +5
Damage Vulnerabilities cold, fire
Damage Resistances lightning
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Terran, understands Common but can't speak it
Challenge 5 (1,800 XP)


Forest Camouflage. The breloom has advantage on Dexterity (Stealth) checks made to hide in forests, woodlands, or other terrain of abundant foliage.

Poison Absorption. Whenever the breloom is subjected to poison damage, it takes no damage and instead gains a number of hit points equal to the poison damage dealt.

Effect Spore. Whenever the breloom takes damage, it releases a cloud of spores. Creatures within 5 feet of the breloom when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Technician. When the breloom rolls a 1 or 2 on a damage die, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

ACTIONS

Multiattack. The breloom makes two attacks: one with its force palm, and one with its mega drain. It can replace either of these attacks with a use of seed bomb.

Force Palm. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.

Mega Drain. Melee Spell Attack. +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) poison damage, and the shroomish regains hit points equal to half the damage dealt (rounded down).

Seed Bomb (Recharge 4-6). Ranged Spell Attack. +7 to hit, range 30/90 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage plus 10 (4d4) force damage.

Spore (3/Day). The shroomish releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it. All creature of the shroomish's choice in that area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful or if the effect ends for the creature, it is immune to the Spore of all shroomishes (but not brelooms) for the next 24 hours.


By Keilidh

Back to Main Page 5e Homebrew 5e Creatures

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