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  Alister Konzegel's Field Guide Vol. III
  Fearful Flora & Fauna
  Within the pages of this field guide are a smattering of the terrifying carnivorous plant life inspired by the strange adaptations of
  plants from our own realm... Experience the psychedelic mind-melting of the myconid amanita; be lured towards the humanoid
  illusions of the violet orchid; despair as the nauseating stench of the viper tree fills the air; and much more! 
  by Zeke Gonzalez 
  cover art provided by DMsGuild Creator Resources 
  interior art by Dean Spencer, Gary Dupuis, & provided by the DMs Guild Creator Resources 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
  logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission
  of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET,
  UK.
  1
  Alister Konezegel's Field Guide Vol. III
  
  Contents
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  Introduction .......................................................................
  Citations .............................................................................................
  Tips for the DM .................................................................................
  Fearful Flora & Fungi ...................................................
  Fungal Dragon ..................................................................................
  Young Green Fungal Dragon .........................................................
  Gulping Strangler .............................................................................
  Hangman Tree ..................................................................................
  Lashtongue ........................................................................................
  Myconid Amanita ..............................................................................
  Nymphtrap .........................................................................................
  Singing Tree ....................................................................................
  Tombstone Creeper .......................................................................
  Violet Orchid ...................................................................................
  Viper Tree ........................................................................................
  Acknowledgements .......................................................
  Works Cited ..........................................................................
  Looking For Liches? ....................................................
  Monsters by CR .................................................................
  2
  Alister Konezegel's Field Guide Vol. III
  
  Introduction
  “P
  lants are among the most
  unassuming of our companions on
  these lands, either above water or
  below. They lead simple and peaceful
  lives, unable to move or interact with
  us. Or so I thought before I began my
  infamous travels. In truth, some of
  the most threatening encounters I’ve had in my migrations
  have been with the subtle and carnivorous variety of plant.
  Their roots grasp, their blooms yawn to reveal jagged
  mouths, their leaves cut deeper than any blade… Truthfully,
  after constructing this guide I am more suspicious of an
  unfamiliar plant than a stranger. At least I can hear a person’s
  breath before they drive their blade between my ribs. With
  the plants described here, you would be lucky to notice
  they’ve even moved before you find yourself dissolved and
  soggy inside them.”
  -Alister Konezegel, The Traveler’s Guide to Thün
  Alister Konezegel's Field Guide Volume III: Fearful Flora &
  Fungi is a supplement containing 10 monsters designed for
  D&D 5th Edition. These monsters use rules, spells, and
  concepts from the Wizards of the Coast’s D&D 5th Edition.
  This bestiary is a collection of new monsters inspired by
  scientific literature and the strange traits of real-world plants.
  In truth, we know that fungi and plants are wildly different
  sorts of organisms, but in 5e they are lumped together under
  the creature type “plant.” As such, this bestiary contains
  monsters inspired by both plants and fungi from around the
  globe. If you want more science-inspired fantasy, find me on
  Twitter @FantasyEcology, where you can find more monsters
  under #ScienceDnD and in the first two volumes of Alister's
  Field Guide: Monstrous Arthropods & Aquatic Terrors. And
  remember, if you seek the truly terrifying, you need look no
  further than the strange monsters with which we share our
  world...
  Citations
  This field guild includes numerical references to the scientific
  literature which inspired these monsters. These references
  will look like this: (#). The number inside the parenthesis
  refers to a specific title from the Works Cited. I recommend
  the entries in this Works Cited section as further reading on
  the science of plants & fungi and the strange ways of
  carnivorous plants. I hope you find these readings as
  fascinating as I do!
  Tips for the DM
  As with any supplement, Alister Konezegel's Field Guide
  Volume III: Fearful Flora & Fungi should be adapted to work
  for your group. If you don’t like the way a monster works,
  please feel free to change it. Adjust the hit points, damage,
  abilities, spells, and lore of these creatures to suit your games
  and your players. For example, if you want to use a monster,
  but think that its ability to impose certain conditions on the
  characters won't be fun for your group, instead have it deal
  extra damage or give it a new trait!
  To deliver an optimum experience for your players, it is
  best to read the stat blocks of the monsters you intend to use
  in full before attempting to run them. There are spells,
  attacks, and abilities that you need to understand in advance
  to run a fun and effective encounter.
  Have fun using these monsters! It was highly enjoyable to
  create these creatures and set them loose on my own players,
  and I hope that you can share in that experience!
  3
  Alister Konezegel's Field Guide Vol. III
  
  Fearful Flora & Fungi
  Fungal Dragon
  When the corpse of a dragon is left to molder in humid
  conditions under the supervision of a hag, a slime mold
  grows over the bones of the wyrm and animates it with an
  uncanny evil. Once transformed, the skin of these dragons
  hangs loose and mold covers their scales. Their flesh
  becomes emaciated and their eyes sink deeply into their
  sockets. Sometimes a coven who animates the dragon will
  replace one of the dragon’s eyes with their own hag eye to
  more effectively use the dragon as a scout or guardian.
  Unnatural Form. Due to their new fungal form, these
  dragons are sensitive to temperature changes (1), which
  allows them to transition between their jelly state and their
  dry state. In the jelly stage, the dragons become softer and
  easier to wound, but melee attacks against them pose a
  serious threat. In their dry state, fungal dragons are harder to
  wound, but their physical presence does not cause as great of
  a threat.
  Fungal Dragon Template
  Any dragon can be transformed into a fungal dragon, and
  only once it has died and been treated for one year by the
  weird magic of a hag. Even a fallen dracolich can be
  transformed into a fungal dragon if something of its corpse is
  left behind and can be colonized by the spores.
  When a dragon becomes a fungal dragon, it retains its
  statistics except as described below. The fungal dragon might
  retain or lose any or all of its legendary or lair actions, as the
  DM sees fit.
  Monster type. The dragon’s type changes to plant.
  Damage Resistances. The dragon has resistance to
  necrotic damage.
  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.
  False Appearance. While the dragon remains motionless,
  it is indistinguishable from a dragon’s corpse.
  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
  hydrate or dehydrate its body 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.
  New Action: Spore Breath. Any damage-dealing breath
  weapon possessed by the dragon also reduces a creature’s
  Strength score by 1d4 on a failed save. 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.
  4
  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
  One many glance directly at a gulping strangler and simply
  see a large bush. In truth, once one of these plants reaches
  adulthood, they uproot themselves and wander the jungle in
  search of prey to capture. When active, the yawning mouth of
  the gulping strangler splits open and its vines whip outwards,
  revealing its carnivorous nature. Gulping stranglers are
  surprisingly fast-moving for creatures which spend their early
  days rooted in moist soil.
  Symbiosis of Nightmares. In addition to the long reach of
  the plant’s vines and the imminent danger glinting in its maw,
  gulping stranglers are known to form mutual relationships
  with teeming swarms of insects (3). Gulping stranglers are
  able to conjure and direct these buzzing hordes of
  mosquitoes or beetles with magical power that they absorb
  from the earth during their rooted years.
  5
  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.
  Alister Konezegel's Field Guide Vol. III
  
  Hangman Tree
  One of the oft-unforeseen consequences of small town
  (in)justice is the creation of the flesh-hungry hangman tree.
  When a witch, sorcerer, or other spellcaster is hung from a
  tree, their anger, pain, and fear is so powerful and potent that
  it imbues the tree with a hateful hunger. In the cacophony of
  the hangman tree’s awakening, a piercing scream echoes
  from the tree, splintering the bark with its ferocity. From
  these new fissures, a slow trickle of crimson sap sluggishly
  pulses forth. Hangman trees refuse to relinquish the corpse
  or skeleton of their progenitor, and will grow through and
  around the body in order to keep it close.
  Anticoagulant Properties. While hangman trees are
  incredibly dangerous, their sap has anticoagulant properties
  like that of the bleeding tooth fungus (5). For this reason, it is
  valuable to healers and doctors, though the trees are so
  fearsome that most cannot even approach. Therefore, an
  interested party would pay a high price for a vial of the
  hangman tree’s sap. However, this also means that the
  intrepid adventurers who aim to collect this sap need to be
  careful, as the sap can be absorbed through the skin. Once
  absorbed, the sap can thin the blood and prevent open
  wounds from being closed, even by magic.
  6
  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.
  Alister Konezegel's Field Guide Vol. III
  
  Lashtongue
  A humanoid form covered in leaves, thorns, and woody
  extensions of their body… No, this is not the druid you are
  looking for. This is a lashtongue: a parasitic plant which
  grows through a host’s body and blossoms through their
  mouth as a long, pink vine covered in thorns. When a mature
  lashtongue senses nearby prey, it can uproot itself and
  forsake the nutrients of the soil in exchange for seeking out a
  new victim. When it kills a living creature with the tongue-like
  vine that gives the plant its name, it seeds the corpse with its
  offspring, which will in turn grow and sprout a new
  lashtongue.
  Sunlight’s Kiss. Lashtongues flourish in sunny, open
  plains and mountains which receives lots of sunlight, which
  they use to provide them with the energy they need to hunt
  and kill their prey. If they come against a more fearsome foe
  than they were expected, they can put down rapidly-extending
  roots and hyphae which provide the lashtongue with life-
  restoring nutrients (4). Lashtongues can absorb even the
  harshest light to provide them with the energy. However, their
  reliance on light has a downside: at night or in dark places,
  lashtongues become weak and confused and hide among
  shrubs until they can find their way back to the light.
  7
  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.
  Alister Konezegel's Field Guide Vol. III
  
  8
  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.
  Alister Konezegel's Field Guide Vol. III
  
  Myconid Amanita
  Myconids are peaceful fungi from the Underdark who live in
  close-knit colonies who perform communal meditations
  called melds. Myconids seek enlightenment and spiritual
  ascension via these melds, which create a group
  consciousness. However, when Zuggtmoy, Demon Queen of
  Fungi, seeds a colony of myconids with her own special
  spores, these corrupting spores spread quickly through the
  colony and transform the quiet myconids into bands of raving
  creatures which seek to assimilate and destroy all other life
  at the behest of their new Demon Queen.
  Corrupted Myconids. Myconid amanita can be
  differentiated from their peaceful fellows by their larger
  bodies, which sometimes bear the fruiting bodies of
  Zuggtmoy’s spores. Myconid amanitas often create and carry
  large mushroom stalks or broken stones which act as clubs.
  The most dangerous aspect of these changed beings is the
  cloud of psychedelic spores which follows them wherever
  they go. These spores poison non-plant creatures and cause
  hallucinations which cause them to view both friend and foe
  as creatures borne from their worst nightmares (9).
  Nymphtrap
  The nymphtrap is an insidious breed of aquatic plant which
  magically controls the water in which it grows. A warning
  sign that a body of water is home to a nymphtrap is large lily
  pads floating on the surface of a placid pool. Nothing breaks
  the surface of the water near a nymphtrap: the fish, frogs, and
  insects which once lived within or around the water have
  been consumed by the nymphtrap. These plants are called
  nymphtraps due to their affinity for consuming waterbound
  dryads.
  Suction Traps. The nymphtrap exudes several special
  tendrils from its body which spread throughout the water it
  controls. Each of these tendrils is tipped with a large, knotted
  organ: a suction trap capable of generated a powerful force
  (8). The nymphtrap waits for a creature to approach the edge
  of its pond before using its powerful suction traps to pull prey
  beneath the surface and digest them with powerful acids.
  9
  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.
  Alister Konezegel's Field Guide Vol. III
  
  Singing Tree
  Singing trees appear as normal deciduous trees most of the
  time, with the exception that the leaves vibrate with a high-
  pitching singing voice. Each leaf is capable of attaching and
  unattaching from the tree and can move on the wind
  seemingly of its own power. When these leaves each sing at
  the same time, it results in a gorgeously melodic melding of
  tones. When the tree is especially hungry, a face will emerge
  from the bark and also begin to sing, adding a low bass
  rumble to the song that is capable of luring even the most
  wary of travelers. These trees are said to grow on the
  Material Plane where rifts to the Feywild have recently
  closed.
  Deadly Song. The singing tree lures passerby with their
  song. Once the victim has touched the tree, they find
  themselves stuck to the bark by the sticky sap which the tree
  exudes to trap its victims (6). Once their prey is trapped,
  leaves will swarm down upon the victim, shredding their
  flesh and hungrily drinking their blood. After the trees has
  finished drinking, the bloodless corpse is pushed beneath the
  roots to fertilize the tree’s continued growth. A sated singing
  tree will stop singing, but can be distinguished from a regular
  tree by the shining red sheen of their waxy leaves.
  Fey Guardians. Some powerful fey enjoy the song of the
  singing tree and will specifically grow and train a grove of
  these trees to perform swelling concerts for their friends or a
  particular Fey Court. Singing trees are also used as
  guardians of buried treasure or important prisoners by
  particularly whimsical Archfey.
  10
  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.
  Alister Konezegel's Field Guide Vol. III
  
  Tombstone Creepers
  Tombstone Creepers grow over neglected tombstones and
  mausoleums. They grow into a humanoid shape with faces
  that eerily resemble the dead buried beneath them. Once
  fully grown, tombstone creepers pull up their roots from the
  earth and. These plants are commonly found in neglected
  graveyards, though they also grow in unhallowed ground
  where people are buried.
  Buried Alive. Tombstone creepers are known to dig up
  graves and unearth coffins. They wait for lone passerby or
  bereaved family members to visit the graveyard before
  attacking, restraining, and suffocating them (7). Once they’ve
  captured their victim, they bury their victims unconscious but
  alive in the soil that birthed them. By doing so, they
  encourage the growth of more tombstone creepers. While
  one or two of these plants aren’t threatening to a small group
  of armored gardeners, they propagate rapidly and become
  much more pressing matters requiring much more
  experienced landscapers.
  Violet Orchid
  When a large creature is killed by the rotting touch of a violet
  fungus, the fungus that grows from the corpse becomes the
  sinister violet orchid. This unusual morph of the violet fungus
  forms a thick trunk of tightly woven stalks and bears a
  magical, faintly glowing blossom instead of a mushroom cap.
  Its root-like tendrils burrow through the corpse and into the
  ground below to form a wide network of its rotting tendrils.
  Illusory Magics. What makes the violet orchid so
  dangerous is its ability to cloak itself with illusory magic and
  attract fresh prey. Much like floral orchids which use sexual
  deception to trick pollinators (2), the violet orchid waits until
  it senses the movement of creatures before magically
  conjuring an attractive (but illusory) potential mate to lure its
  prey closer. Once it has drawn its prey into its lair, the
  orchid’s tendrils burst forth from the ground and lash across
  its prey, rotting flesh with its touch.
  Progeneration. A new violet orchid sprouts from the
  corpse of any Large or larger creature that the violet orchid
  kills, growing to full size in 4d6 days. A new violet fungus
  sprouts from the corpse of any Medium or smaller creature
  that the orchid kills, growing to full size in 2d6 days.
  11
  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.
  Alister Konezegel's Field Guide Vol. III
  
  Viper Tree
  These nightmarish plants are abundant in the Lower Planes,
  especially Gehenna & the Abyss. They appear as knotted and
  gnarled trees with gray bark, but the tips of their branches
  bear not flowers but snakes. These snakes coil amongst the
  branches of the viper tree, such that its branches are
  constantly amassed with hissing and undulating serpents.
  Fiendish Life Cycle. Viper tree larvae hatch from eggs
  laid by fully-grown viper trees and seek out lesser fiends and
  soul larvae on which they can feed and root inside of. As they
  grow, wood covers their scaly exterior and more snakes
  sprout from their budding branches. In its adult form, a viper
  tree begins to murmur in Abyssal. One can identify a grove of
  viper trees by the susurrations gloating about its recent kills
  and the hoard which it has accumulated around its trunk. In
  their adult form, snake blossoms which are severed from the
  tree can continue to move and attack the prey of their father
  tree.
  Wretched Stench. Viper trees are not only dangerous for
  their paralytic venom but also the astonishingly vile stench of
  rotting flesh that they exude (10). This putrid odor is so
  pungent that it poisons the very air and causes any creature
  which smells it to vomit and reel from dizziness. Some
  yugoloths whisper that this stench is new to viper trees and
  was bred into the population by a mysterious lich who
  transplanted viper tree saplings in the Shadowfell to protect
  his lair.
  12
  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.
  Alister Konezegel's Field Guide Vol. III
  
  Acknowledgements
  A huge thanks to those artists whose work has been used in
  this bestiary! 
  Cover Art, Page 2, 3, 5, 7, 8, 13 - DMsGuild Creator Resources
  Page 6, 10, 11 © 2015 Dean Spencer, used with
  permission. All rights reserved.
  Page 9 - Gary Dupuis
  Works Cited
  1. Bonner, J. T., Clarke, W. W., Neely, C. L., & Slifkin, M. K.
  (1950). The orientation to light and the extermely sensitive
  orientation to temperature gradients in the slime mold
  Dictyostelium discoideum. Journal of Cellular and
  Comparative Physiology, 36(2), 149–158.
  https://doi.org/10.1002/jcp.1030360203
  2. Gaskett, A. C. (2011). Orchid pollination by sexual
  deception: Pollinator perspectives. Biological Reviews,
  86(1), 33–75. https://doi.org/10.1111/j.1469-
  185X.2010.00134.x
  3. Heard, S. B. (1994). Pitcher-Plant Midges and Mosquitoes:
  A Processing Chain Commensalism. Ecology, 75(6),
  1647–1660. https://doi.org/10.2307/1939625
  4. Jakobsen, I., Abbott, L. K., & Robson, A. D. (1992).
  External hyphae of vesicular-arbuscular mycorrhizal fungi
  associated with Trifolium subterraneum L. New
  Phytologist, 120(3), 371–380.
  https://doi.org/10.1111/j.1469-8137.1992.tb01077.x
  5. Khanna, J. M., Malone, M. H., Euler, K. L., & Brady, L. R.
  (1965). Atromentin Anticoagulant from Hydnellum
  diabolus. Journal of Pharmaceutical Sciences, 54(7),
  1016–1020. https://doi.org/10.1002/jps.2600540714
  6. Nakamura, Y., Reichelt, M., Mayer, V. E., & Mithöfer, A.
  (2013). Jasmonates trigger prey-induced formation of
  ‘outer stomach’ in carnivorous sundew plants.
  Proceedings of the Royal Society B: Biological Sciences,
  280(1759), 20130228.
  https://doi.org/10.1098/rspb.2013.0228
  7. Putz, F. E., & Holbrook, N. M. (1989). Strangler Fig
  Rooting Habits and Nutrient Relations in the Llanos of
  Venezuela. American Journal of Botany, 76(6), 781–788.
  https://doi.org/10.1002/j.1537-2197.1989.tb15056.x
  8. Reifenrath, K., Theisen, I., Schnitzler, J., Porembski, S., &
  Barthlott, W. (2006). Trap architecture in carnivorous
  Utricularia (Lentibulariaceae). Flora - Morphology,
  Distribution, Functional Ecology of Plants, 201(8), 597–
  605. https://doi.org/10.1016/j.flora.2005.12.004
  9. Vetter, J. (1998). Toxins of Amanita phalloides. Toxicon,
  36(1), 13–24. https://doi.org/10.1016/S0041-
  0101(97)00074-3
  10. Wicaksono, A., Mursidawati, S., Sukamto, L. A., &
  Teixeira da Silva, J. A. (2016). Rafflesia spp.: Propagation
  and conservation. Planta, 244(2), 289–296.
  https://doi.org/10.1007/s00425-016-2512-8
  Looking for Liches?
  Are you curious about the Green Hand, a mysterious trio of
  liches who created or have planted some of these fearful flora
  & fungi? Do you wish to seek the oni lich who is responsible
  for the latest incarnation of the viper tree? If you seek this
  information or more, check out the first adventure:
  Greenhouse of Nightmares and keep an eye out for future
  installments coming to the DMs Guild in 2020.
  Pretty Little Liches contains the background information
  and stat blocks for three unique liches as well as maps of
  their respective lairs. Each lair includes traps, puzzles,
  monsters, treasure, and NPCs appropriate for Tier 3 & 4
  characters in 5th Edition Dungeons & Dragons!
  Monsters by CR
  CR 1/4
  Tombstone Creeper 
  CR 2
  Myconid Amanita 
  CR 4
  Lashtongue 
  CR 5
  Hangman Tree 
  CR 6
  Singing Tree 
  CR 7
  Gulping Strangler 
  CR 8
  Nymphtrap
  CR 9
  Young Green Fungal Dragon 
  Violet Orchid 
  CR 10
  Viper Tree 
  13
  Alister Konezegel's Field Guide Vol. III
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fearful Flora & Fungi.pdf