The Blooming Strangler
The Blooming Strangler is a living ambush disguised as a natural passage. Its flowers release a faint soporific perfume while hidden tendrils coil beneath leaf litter and around nearby trunks. When a creature passes beneath the root arch, the plant constricts the area, drags victims into the tangled roots, and drinks their vitality. It is not merely hungry. It reacts to spoken names and familiar voices, causing the flowers to imitate companions in distress.
The Blooming Strangler
Defenses
Detection
“A colossal strangler fig rises over a jungle trail, its buttress roots forming a natural archway. Pale flowers bloom along the trunk, but each flower has a dark, wet interior that resembles a watching eye. Fine vines hang motionless even when the surrounding canopy sways.”
Standard Engagement
The hazard triggers when a creature moves beneath the root arch, touches the trunk or flowers, or crosses more than 10 feet into the area within 30 feet of the root crown. It can also trigger when a creature speaks a name or recognizable phrase that the plant has heard from a previous victim.
After triggering, the hazard attacks restrained creatures at the start of their turns. At the end of each round, one surviving tendril cluster can reach one creature within 30 feet of the root arch. That creature must succeed on a DC 19 Dexterity saving throw or take 3d10 piercing damage and become restrained. A creature already restrained instead takes 4d10 necrotic damage. The routine ends when the root crown is destroyed, all tendril clusters are destroyed, or no creature remains within 60 feet.
The plant resets after 24 hours if its root crown remains intact. Destroyed tendril clusters regrow after 7 days unless the root crown is burned or treated with acid.
When the hazard triggers, each creature in the 20-foot-wide root arch must succeed on a DC 19 Dexterity saving throw or take 6d10 piercing damage and become restrained by grasping vines. On a successful save, the creature takes half damage and is pushed 10 feet out of the arch.
A restrained creature takes 4d10 necrotic damage at the start of each of its turns as the plant drains its vitality. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on a success. A creature that succeeds by 5 or more tears free and can move up to half its speed without provoking opportunity attacks.
The flowers release a pulse of narcotic pollen when the ambush begins. Each creature within 30 feet of the root arch must make a DC 18 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a creature cannot benefit from invisibility and has disadvantage on saving throws against the hazard. A creature can repeat the saving throw at the end of each of its turns.
The hazard occupies a 20-foot-wide archway and the surrounding space within 30 feet. Its tendrils can reach creatures anywhere in that area, even around partial cover, but not through total cover.
A creature that speaks the name of a deceased person, calls for help, or uses a familiar voice within 60 feet of the hazard grants the hazard advantage on its next attack or saving throw effect against that creature.
Fire damage dealt to the root crown or a tendril cluster causes the plant to recoil. Until the end of the next round, creatures have advantage on saving throws against the hazard and can move through the root arch without triggering additional tendril attacks.
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