Rooter Amalgamation (5e Creature)

Rooter Amalgamation

Large plant, neutral evil


Armor Class 15 (natural armour)
Hit Points 93 (11d10 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 6 (-2) 9 (-1) 6 (-2)

Saving Throws Con +5
Skills Perception +1
Damage Vulnerabilities fire
Condition Immunities blinded, deafened, frightened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages
Challenge 3 (700 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

Multiattack. The rooter makes two melee attacks.

Vine. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must then succeed on a DC 13 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.


Rooters continuously grow until they die, but some absorb other rooters when they grow, forming hideous monsters called amalgamations. They are stronger and hardier than other rooters, though no more intelligent, and they gather groups of rooters which they then use to storm settlements. The amalgamation is always at the head of such a surge, using its brute strength to destroy everything in its path. If one or more of the rooters that composed it was one of the few that had greater intelligence, could cast spells, or speak, the amalgamation retains all of those abilities, and might wield weapons or wear armour if one of its components did so.


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