False Appearance. While the stomper remains motionless, it is indistinguishable from a normal cactus.
Enlarge (Recharges after a Short or Long Rest). If the stomper has been exposed to water in the last hour, it can use an action to magically increases in size. While enlarged, the stomper is Huge, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the stomper lacks the room to become Large, it attains the maximum size possible in the space available.
Painful Grapple. A creature grappled by or grappling the stomper takes 10 (3d6) piercing damage at the start of each of its turns.
Multiattack. The cactus stomper makes three attacks, one with its thump and two with its needles.
Thump. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.
Needle. Ranged Weapon Attack: +6 to hit, range 25/100 ft., one target. Hit: 5 (1d6 + 2)
Needle Shower. (Recharge 5–6). The stomper launches needles in a 15-foot cone. Each creature in that cone must make a DC 12 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much damage on a successful one.
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