Ecstatic Bloom

Ecstatic Bloom

Huge celestial, neutral good
  • Armor Class 15 (natural armor)
  • Hit Points 171 (18d12+54)
  • Speed 10 ft.
  • STR
    10 (+0)
  • DEX
    9 (-1)
  • CON
    16 (+3)
  • INT
    20 (+5)
  • WIS
    19 (+4)
  • CHA
    14 (+2)
  • Saving Throws Int +9, Wis +9
  • Skills Insight +9, Perception +9
  • Damage Vulnerabilities fire
  • Damage Immunities radiant
  • Condition Immunities charmed, frightened
  • Senses truesight 120 ft. (blind beyond this radius), passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 11 (7,200 XP)
  • Aura of Life. When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.
  • Blessed Regrowth. At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.
  • Foster the Trees. Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.
  • Like Calls to Like. The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.

Actions

  • Multiattack. The ecstatic bloom makes three gilded beam attacks.
  • Gilded Beam. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 27 (6d8) radiant damage.
  • Castigate (Recharges after a Short or Long Rest). The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.