False Appearance. While the canopy creeper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Vine Tendrils. A canopy creeper can take control of any network of vines it has attached itself to and use up to four of those vines as weapons to strike out at targets up to 100' feet away. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying the tendril deals no damage to the canopy creeper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Multiattack. The canopy creeper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 100 ft., one creature. Hit: 8 (1d8 + 4) necrotic damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the canopy creeper can't use the same tendril on another target.
Reel. The canopy creeper pulls each creature grappled by it up to 50 feet straight toward it.
Previous Versions
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8/3/2020 10:23:52 PM
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Coming Soon
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