Large Plant, Unaligned
Armor Class 16 natural armor
Hit Points 178 (17d10 + 85)
Speed 20 ft., Burrow 30 ft.
STR
22 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Damage Resistances Cold, Fire
Condition Immunities Blinded, Deafened, Exhaustion
Senses Tremorsense 120, Passive Perception 11
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

False Appearance. While the burrow root remains motionless, it is indistinguishable from a tangle of tree roots.

Actions

Actions

Multiattack. The burrow root makes two attacks: one with its bite and one with its tail spike.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) piercing damage. If the target is a creature that isn’t a construct or undead, it must succeed on a DC 16 Constitution saving throw or lose an additional 9 (2d8) hit points due to blood loss. The burrow root regains hit points equal to half the hit points lost.

Tail Spike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Constitution saving throw, or its speed is halved until the end of its next turn.

Reactions

Speed Burrow (Recharge 6). When the burrow root is damaged by a melee attack, it can use its reaction to burrow up to twice its burrow speed. This movement does not provoke opportunity attacks.

Split. When a burrow root that is Medium or larger is reduced to half its hit point maximum or less, it splits into two new burrow roots if it has at least 10 hit points. Each new burrow root has hit points equal to half the original burrow roots, rounded down. New burrow roots are one size smaller than the original burrow root.

 

Description

 

Habitat: CoastalDesertForestGrasslandHillMountainSwamp

MFSWINE

Comments

Posts Quoted:
Reply
Clear All Quotes