Tratti
Blighted Overgrowth
While the beast is Bloodied, it has Disadvantage on attack rolls, its Spew Blight action recharges at the start of its turn, and if it has at least 1 Hit Point at the start of its turn, it regains 20 Hit Points.
If it takes Fire damage, it doesn't regain Hit Points at the start of its next turn.
Fungal Step
The beast ignores Difficult Terrain caused by plants or fungi.
Legendary Resistance (3/Day)
If the beast fails a saving throw, it can choose to succeed instead.
Unraveled Longing
If the beast can see the likeness of its long-lost love at the start of its turn, the beast takes 10 Psychic damage and has Disadvantage on D20 Tests until the start of its next turn.
Incantesimi
Project Image
The beast casts the Project Image spell, requiring no spell components and using Wisdom as the spellcasting ability. During the spell's duration, the beast can use its Spew Blight action and Rot Stride Bonus Action as if it were in the image's space.
Azioni
Multiattack
The beast makes two Claw attacks.
Claw
Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws. If the beast moved at least 20 feet immediately before the hit, the target takes an extra 7 (2d6) Poison damage.
Spew Blight (Recharge 5–6)
Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 18 (4d8) Necrotic damage, and the target has the Poisoned condition. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it automatically succeeds. Success: Half damage only.
Azioni Bonus
Rot Stride
The beast teleports to an unoccupied space within 60 feet. Either its starting or destination space must contain fungus or rotting organic matter.
Azioni Leggendarie
Hallucinate
The beast exhales hallucinatory spores. Constitution Saving Throw: DC 17, one creature within 60 feet. Failure: The target is affected by the Confusion spell until the start of the beast's next turn. Failure or Success: The beast can't use this action again until the start of its next turn.
Impale
The beast impales a creature it is grappling on one of its exposed ribs (it can have two creatures impaled at a time). Strength Saving Throw: DC 19, one creature the beast is grappling. Failure: 10 (3d6) Piercing damage, and the target now has the Grappled condition (escape DC 17) from an impaling rib, and it has the Restrained condition until the grapple ends. Success: Half damage only. Failure or Success: The beast can't use this action again until the start of its next turn.
Trample
The beast moves up to half its Speed without provoking Opportunity Attacks. A Large or smaller creature in a space the beast enters must succeed on a DC 19 Strength saving throw or have the Prone condition.