Rooter (5e Creature)

Rooter

Medium plant, neutral evil


Armor Class 11 (natural armour)
Hit Points 45 (7d8 + 14)
Speed 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (-2) 9 (-1) 6 (-2)

Damage Vulnerabilities fire
Condition Immunities blinded, deafened, frightened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages
Challenge 1 (200 XP)


False Appearance. While the rooter remains motionless, it is indistinguishable from an ordinary plant.

Fear of Fire. If the rooter takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

ACTIONS

Vine. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must then succeed on a DC 12 Constitution saving throw or become infected with a disease. Creatures immune to the poisoned condition are immune to this disease.
Pollen invades an infected creature's system, killing the creature in a number of hours equal to 3d8 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 1d6 rooter motes that grow to full size in 7 days.


Foul plants that sprout from humanoid corpses, rooters attack humanoid settlements indiscriminately and communicate with a form of complex movements and gestures. They are vaguely humanoid in appearance, but they have no noticeable facial features, all looking more or less identical, save for the arrangements of growths and vines that carry vile pollen that infects humanoids and creates new soldiers. They consume humanoid corpses, leaving a few of their victims intact to sprout new soldiers. They are frightened of fire, and avoid open flames.

Variants: Special Rooters

Some rooters, usually those whose hosts were spellcasters, can speak some or all of the languages their host did, others might retain some of their intellect and others still might gain some or all of their hosts' spellcasting abilities, and some wield the weapons or wear the armour of their hosts.


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