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  Alister Konzegel's Field Guide Vol. III
  Fearful Flora & Fauna
  é
  é
  
  Contents
  Introduction
  Fearful Flora & Fungi
  Acknowledgements
  Works Cited
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  Fearful Flora & Fungi
  Fungal Dragon
  Fungal Dragon Template
  Young Green Fungal
  Dragon
  Large plant, lawful evil
  Armor Class 18 (natural armor), 16 (Jelly Form)
  Hit Points 136 (16d10 + 48)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  Skills Deception +5, Perception +7, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft, darkvision 120 ft., passive
  Perception 17
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Acid Splash (Jelly Form Only). When the dragon takes
  damage of any type but psychic, each creature within 5
  feet of the dragon takes 9 (2d8) acid damage.
  Amphibious. The dragon can breathe air and water.
  False Appearance. While the dragon remains
  motionless, it is indistinguishable from a dragon’s
  corpse.
  Jelly Body (Jelly Form Only). The dragon has resistance to
  all damage that isn’t force, psychic, or radiant
  Magic Resistance (Dry Form Only). The dragon has
  advantage on saving throws against spells and other
  magical effects.
  Vascular Changes. The dragon can use its bonus action
  to transform into its jelly form or its dry form. While in
  its jelly form, the dragon has a -2 to its AC, Acid Splash,
  and Jelly Body. While in its dry form, the dragon has
  Magic Resistance.
  Actions
  Multiattack. The dragon makes three attacks: one with
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
  target. Hit: 15 (2d10 + 4) piercing damage plus 7
  (2d6) poison damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) slashing damage.
  Spore Breath (Recharge 5-6). The dragon exhales
  poisonous gases laced with spores in a 30-foot cone.
  Each creature in that area must make a DC 14
  Constitution saving throw, taking 42 (12d6) poison
  damage and reducing a creature’s Strength score by
  1d4 on a failed save, or half as much damage on a
  successful one. A creature reduced to 0 hit points by
  this damage dies. The creature also dies if this reduces
  its Strength to 0. Otherwise, the reduction lasts until
  the target finishes a short or long rest. If a creature dies
  from this attack, the corpse reanimates as a spore
  servant 1d4 hours later.
  
  Gulping Strangler
  Gulping Strangler
  Large plant, unaligned
  Armor Class 14 (natural armor)
  Hit Points 77 (14d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 18 (+4) 10 (+0) 2 (-4) 14 (+2) 2 (-4)
  Senses blindsight 30 ft. (blind beyond this radius),
  passive perception 12
  Languages -
  Challenge 7 (2,900 XP)
  Damage Transfer. While it is grappling a creature,
  the strangler takes only half the damage dealt to it,
  and the creature grappled by the strangler takes the
  other half.
  False Appearance. While the strangler remains
  motionless, it is indistinguishable from a tangle of
  vines.
  Innate Spellcasting. The strangler’s innate
  spellcasting ability is Wisdom (spell save DC 13). It
  can innately cast the following spells, requiring no
  components:
  1/day: giant insect, insect plague
  Actions
  Multiattack. The strangler makes two attacks: one
  with its vine and one with its bite.
  Vine. Melee Weapon Attack: +7 to hit, reach 15 ft.,
  one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 14 (2d10 + 3) piercing damage and
  the target is grappled (escape DC 15). If the target
  is Medium or smaller, the strangler grapples by
  engulfing the target's head. Until this grapple ends,
  the target is blinded and unable to breathe, and the
  strangler can’t bite another target. On its turn, the
  strangler can detach itself from the target by using
  5 feet of movement.
  
  Hangman Tree
  Hangman Tree
  Large plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 6 (-2) 18 (+4) 12 (+1) 11 (+0) 6 (-3)
  Damage Resistances fire, cold, lightning; piercing,
  slashing, & bludgeoning damage from
  nonmagical weapons
  Condition Immunities charmed, exhaustion,
  frightened, grappled, poisoned, prone, restrained
  Senses blindsight 120 ft. (blind beyond this radius),
  passive perception 12
  Languages -
  Challenge 5 (1,800 XP)
  Blood Splash. When the tree takes damage of any
  type but psychic, each creature within 5 feet of the
  tree must make a DC 14 Constitution saving throw
  or be unable to regain hit points for 1 hour. If a
  creature's saving throw is successful or the effect
  ends for it, the creature is immune to the tree's
  Blood Splash for the next 24 hours.
  False Appearance. While the tree remains
  motionless, it is indistinguishable from a normal
  tree.
  Innate Spellcasting. The tree’s innate spellcasting
  ability is Wisdom (spell save DC 11). It can innately
  cast the following spells, requiring no components:
  at will: chill touch, gust
  Actions
  Multiattack. The tree makes two slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 15 ft.,
  one target. Hit: 11 (2d8 + 2) bludgeoning damage.
  Horrifying Visage. Each non-undead creature within
  60 feet of the tree that can see it must succeed on
  a DC 14 Wisdom saving throw or be frightened for
  1 minute. A frightened target can repeat the saving
  throw at the end of each of its turns, with
  disadvantage if the tree is within line of sight,
  ending the effect on itself on a success. If a target's
  saving throw is successful or the effect ends for it,
  the target is immune to the tree’s Horrifying Visage
  for the next 24 hours.
  
  Lashtongue
  Lashtongue
  Medium plant, unaligned
  Armor Class 16 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 13 (+2) 3 (-4) 10 (+0) 1 (-5)
  Condition Immunities blinded, deafened
  Senses blindsight 120 ft. (blind beyond this radius),
  passive perception 10
  Languages -
  Challenge 4 (1,100 XP)
  Photosynthetic. Whenever the lashtongue is
  subjected to radiant damage, it takes no damage
  and regains a number of hit points equal to the
  radiant damage dealt.
  Spider Climb. The lashtongue can climb difficult
  surfaces, including upside down on ceilings,
  without needing to make an ability check.
  Diurnal. While in darkness, the lashtongue has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Regeneration. The lashtongue regains 10 hit points
  at the start of its turn when it starts its turn in
  sunlight. The lashtongue dies only if it starts its turn
  with 0 hit points and doesn't regenerate.
  Actions
  Multiattack. The lashtongue makes two attacks with
  its lash.
  Lash. Melee Weapon Attack: +5 to hit, reach 10 ft.,
  one target. Hit: 6 (1d6 + 3) slashing damage plus 7
  (2d6) poison damage.
  Root Defense. The lashtongue roots itself to the
  ground and branches grow from and encircle its
  body. The lashtongue gains a +4 bonus to AC and
  its speed becomes 0. It can uproot itself as a bonus
  action on its turn.
  
  Myconid Amanita
  Large plant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 14 (+2) 13 (+1) 15 (+2) 11 (+0)
  Senses darkvision 120 ft., passive Perception 12
  Languages -
  Challenge 2 (450 XP)
  Distress Spores. When the myconid takes damage, all
  other myconids within 240 feet of it can sense its pain.
  Psychedelic Aura. At the start of each of the myconid’s
  turns, each creature within 30 feet of it must make a
  DC 13 Constitution saving throw. On a failed save, the
  target is poisoned for 1 hour. While poisoned in this
  way, the target loses the ability to distinguish friend
  from foe. Whenever the target chooses another
  creature as a target, it must choose the target at
  random from among the creatures it can see within
  range of the attack, spell, or other ability it is using. If a
  creature provokes an opportunity attack from the
  target, the target must make that attack if it is able to
  do so. The poisoned target can repeat this saving throw
  at the end of each of its turns, ending the effect on
  itself with a success.
  Sun Sickness. While in sunlight, the myconid has
  disadvantage on ability checks, attack rolls, and saving
  throws. The myconid dies if it spends more than 1
  hour in direct sunlight.
  Actions
  Multiattack. The myconid uses its Pacifying Spores then
  makes a greatclub attack.
  Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) bludgeoning damage plus
  10 (3d6) poison damage.
  Pacifying Spores. The myconid ejects spores at one
  creature it can see within 5 feet of it. The target must
  succeed on a DC 13 Constitution saving throw or be
  stunned for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the
  condition on itself on a success.
  
  Myconid Amanita
  Nymphtrap
  Nymphtrap
  Huge plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 105 (13d12 + 13)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 19 (+4)
  13 (+1) 3 (-2) 8 (-1) 2 (-5)
  Skills Stealth +10, Perception +2
  Damage Resistances acid; bludgeoning, piercing,
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled,
  paralyzed, poisoned, restrained, prone,
  unconscious
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 12
  Languages -
  Challenge 8 (3,900 XP)
  Ambusher. In the first round of combat, the
  nymphtrap has advantage on attack rolls against any
  creature it surprised.
  False Appearance. While the nymphtrap remains
  motionless, it is indistinguishable from a normal
  pond.
  Actions
  Multiattack. The nymphtrap makes two attacks: one
  with its roots and one with its constrict.
  Constrict. Melee Weapon Attack: +7 to hit, reach
  15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
  damage. If the target is Large or smaller, it is
  grappled (escape DC 16) and pulled 5 feet toward
  the nymphtrap. Until this grapple ends, the target is
  restrained and the nymphtrap can't constrict
  another target.
  Roots. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Suction Trap (Recharges on a Short or Long Rest).
  Each creature within 15 feet of the nymphtrap
  must make a DC 16 Strength saving throw. On a
  failure, a target takes 14 (2d8 + 5) bludgeoning
  damage. If it is Large or smaller, it is also grappled
  (escape DC 16). Until this grapple ends, the target
  is restrained and unable to breathe unless it can
  breathe water. The nymphtrap can grapple two
  Large creature or up to four Medium or smaller
  creatures at one time. At the start of each of the
  nymphtrap's turns, each target grappled by it takes
  22 (4d10) acid damage. A creature within 5 feet of
  the nymphtrap can pull a creature or object out of
  it by making a DC 16 Strength (Athletics) check.
  
  Singing Tree
  Singing Tree
  Medium plant, chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 120 (16d8 + 48)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 9 (-1) 17 (+3) 15 (+2) 14 (+2) 13 (+1)
  Saving Throws Con +6, Wis +5
  Skills Perception +5
  Damage Resistances cold, fire; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Senses tremorsense 120 ft., truesight 30 ft., passive
  Perception 15
  Languages Common, Sylvan
  Challenge 6 (2,300 XP)
  Blood Frenzy. The tree has advantage on melee attack
  rolls against any creature that doesn't have all its hit
  points.
  Sticky Sap. When a creature touches the tree, the sticky
  sap clings to the creature. The target must succeed on
  a DC 15 Strength saving throw or become stuck to the
  tree. While stuck to the tree, the target is considered
  grappled. While grappled this way, the target is also
  restrained.
  Actions
  Leaf Storm. Melee Weapon Attack: +5 to hit, reach 30
  ft., one target. Hit: 9 (2d6 + 2) piercing damage plus
  13 (3d8) necrotic damage, and the target’s hit point
  maximum is reduced by an amount equal to the
  necrotic damage taken. If this effect reduces a
  creature’s hit point maximum to 0, the creature dies.
  This reduction to a creature’s hit point maximum lasts
  until the creature finished a long rest or is affected by a
  spell like greater restoration.
  Sylvan Song. The tree sings a magical melody. Every
  humanoid and giant within 300 feet of the tree that
  can hear the song must succeed on a DC 15 Wisdom
  saving throw or be charmed until the song ends. The
  tree must take a bonus action on its subsequent turns
  to continue singing. It can stop singing at any time. The
  song ends if the tree is incapacitated. While charmed
  by the tree, a target is incapacitated and ignores the
  songs of other trees. If the charmed target is more than
  5 ft. away from the tree, the must move on its turn
  toward the harpy by the most direct route. It doesn't
  avoid opportunity attacks, but before moving into
  damaging terrain, such as lava or a pit, and whenever it
  takes damage from a source other than the tree, a
  target can repeat the saving throw. A creature can also
  repeat the saving throw at the end of each of its turns.
  If a creature's saving throw is successful, the effect
  ends on it. A target that successfully saves is immune
  to this tree's song for the next 24 hours.
  
  Tombstone Creepers
  Violet Orchid
  Tombstone Creepers
  Medium plant, chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 45 (10d8)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 10 (+0) 10 (+0) 9 (-1) 6 (-3)
  Skills Perception +1, Stealth +5
  Senses darkvision 60 ft., passive Perception 11
  Languages understands Common but can’t speak
  Challenge 1/4 (50 XP)
  Pack Tactics. The creeper has advantage on an
  attack roll against a creature if at least one of the
  creeper's allies is within 5 ft. of the creature and
  the ally isn't incapacitated.
  Actions
  Strangle. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 6 (2d4 + 1) bludgeoning
  damage and the target is grappled (escape DC 13).
  While grappled this way, the target is unable to
  breathe and the creeper can’t strangle another
  target.
  Violet Orchid
  Large plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 165 (22d10 + 44)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (-1) 14 (+2) 1 (-5) 14 (+2)
  1 (-5)
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 120 ft. (blind beyond this radius),
  passive Perception 12
  Languages -
  Challenge 9 (5,000 XP)
  False Appearance. While the violet orchid remains
  motionless, it is indistinguishable from a large
  flower.
  Innate Spellcasting. The orchid's innate spellcasting
  ability is Wisdom (spell save DC 13). It can innately
  cast the following spells, requiring no components:
  At will: minor image, silent image
  3/day: major image, greater invisibility
  1/day: hallucinatory terrain
  Actions
  Multiattack. The orchid makes eight Rotting Touch
  attacks.
  Rotting Touch. Melee Weapon Attack: +6 to hit,
  reach 30 ft., one target. Hit: 9 (2d8) necrotic
  damage.
  
  Viper Tree
  Viper Tree
  Huge plant, chaotic evil
  Armor Class 15
  Hit Points 136 (16d12 + 32)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 12 (+1)
  Skills Deception +4, Perception +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 15
  Challenge 10 (5,900 XP)
  Regeneration. The viper tree regains 10 hit points at the
  start of its turn. If the viper tree takes necrotic damage,
  this trait doesn’t function at the start of the viper tree’s
  next turn. The viper tree dies only if it starts its turn
  with 0 hit points and doesn’t regenerate.
  Wretched Stench. Any creature other than a fiend that
  starts its turn within 30 feet of the viper tree must
  succeed on a DC 16 Constitution saving throw or be
  poisoned for 1 minute. While poisoned in this way, the
  target cannot move or take actions while it retches and
  reels. A creature may repeat its saving throw at the end
  of each of its turns, ending the effect on itself with a
  success. Creatures that don’t need to breathe or are
  immune to poison automatically succeeds on this
  saving throw.
  Actions
  Multiattack. The viper tree makes four attacks: one with
  its roots and two with its bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
  creature. Hit: 8 (1d10 + 3) piercing damage plus 14
  (4d6) poison damage, and the target must make a DC
  16 Constitution saving throw or be paralyzed for 1
  minute. The target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  Roots. Melee Weapon Attack: +6 to hit, reach 30 ft.,
  one creature. Hit: 12 (2d8 + 3) bludgeoning damage
  and the target is grappled (escape DC 16). Until the
  grapple ends, the target is restrained and has
  disadvantage on Strength checks and Strength saving
  throws, and the viper tree can’t use its roots on
  another target.
  Reactions
  Viper Blossoms. When the viper tree is subjected to
  slashing or fire damage, some of the serpents on its
  branches break off and fall to the ground. These viper
  blossoms use the statistics of a swarm of poisonous
  snakes. The swarm appears in a space within 5 feet of
  the viper tree and act as an ally of the viper tree.
  
  Acknowledgements
  Works Cited
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Alister Konezegel/Alister Konezegel's Field Guide Volume 3 - Fearful Flora & Fungi.pdf