Nightshade

The nightshade is an unusual undead creature created from intense emotions from creatures, often animals, which have died horrible deaths. It possesses plants in a location and animates them to capture the living and drain their blood. When in its true spirit form, it is an amorphous blob of ectoplasm filled with gapping jaws.

Nocturnal Predator. So long as the sun shines on the nightshade’s possessed plants, it sleeps. Once the sun has set the nightshade awakens and attacks any living creature in its presence. It will focus on one target at a time, sending vines and undergrowth to restrain its movements so its branches and tendrils can tear it apart and bathe the ground in its blood.

Nightshade

Large Undead (Spirit), Neutral Evil

Armor Class 16
Hit Points 176 (32d10)
Speed 0 ft., fly 20 ft. (hover)

STR

12 (+1)

DEX

19 (+4)

CON

11 (+0)

INT

10 (+0)

WIS

12 (+1)

CHA

16 (+3)

Saving Throws Con +4, Wis +5, Cha +7
Damage Vulnerabilities fire
Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses blindsight 120 ft., passive Perception 11
Languages
Challenge 15 (13,000 XP)                              Proficiency Bonus +4

Haunting Presence. While possessing a host, the nightshade can create an Intensity 16 spiritfont with range of 50 feet by concentrating for 1 hour. The nightshade can create up to 6 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 50 feet of another one. The nightshade can use its Innate Spellcasting feature while it possesses a host.

Animate Plants. The nightshade has control of every plant rooted within its haunting and can animate one of them at will in place of a spiritfont lair action. An animated plant is treated as an animated object but is unable to move from its space. It uses the nightshade’s Charisma bonus on attack and damage rolls and AC if the object’s Strength or Dexterity scores are less than 16.

Restore Essence. At the start of each of its turns while within its haunting, the nightshade regains 10 hit points provided any plant life remains within the haunting.

Plant Dependency. If each plant within its haunting is destroyed, the nightshade is forced from its possession and can’t use its possess action until 24 hours have passed.

Putrefy. Within the nightshade’s spiritwell, all food rots and all water becomes befouled. A living creature which consumes putrefied food and water must make a DC 13 Constitution saving throw or be poisoned for 24 hours and gains no benefit from consuming the food or water.

Innate Spellcasting. The nightshade’s spellcasting ability is Charisma (spell save DC 15). It can also cast its spells while possessing a host. The nightshade can innately cast the following spells, requiring no components:

At will: create or destroy water, druidcraft, fog cloud, ray of sickness, thorn whip

3/day: arms of hadar, blight, darkness, entangle, grasping vine, spike growth, wall of thorns

1/day: awaken (plants only), plant growth

Sunlight Vulnerability. The nightshade takes 20 radiant damage when it starts its turn in sunlight and must make a DC 15 Charisma saving throw or be stunned until the start of its next turn.

Actions

Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. The nightshade can’t use this attack while it possesses.

Direct Plants. The nightshade can make four attacks using controlled plants while it possesses a target. It must have plants under its control capable of making the attack.

Branch Rake. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Root Trip. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the creature is knocked prone.

Vine Grasp. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) poison damage, and the creature is grappled (escape DC 15). On its next turn, the nightshade can make an attack roll to strangle its target, dealing 10 (2d6 + 3) bludgeoning damage.

Limb Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.

Possess. The nightshade’s possession save DC is 15 (Charisma based). It is a Puppeteer that can possess one or more plants simultaneously within 50 feet of it, controlling each plant within a 50 foot radius and any within the range of a spiritfont it controls. When the nightshade possesses a target, its body assumes a spiritual form and is subsumed by its host.