Small Construct, Unaligned
Armor Class 13 Natural armor
Hit Points 37 (3d6 + 22)
Speed 30 ft., hover
STR
16 (+3)
DEX
7 (-2)
CON
16 (+3)
INT
9 (-1)
WIS
12 (+1)
CHA
7 (-2)
Damage Vulnerabilities Fire
Damage Immunities Poison, Psychic
Senses Blindsight 30 Ft, Darkvision 40 Ft., Passive Perception 6
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

False Appearance. While the wreath remains motionless, it is indistinguishable from a normal wreath.

Antimagic susceptibility. The wreath is incapacitated while in the area of an antimagic field if targeted by dispel magic, the wreath must succeed on a constitution saving throw against the spell caster's spell save DC or fall unconscious for 1 minute.

Extended Reach. The wreath can have up to four branch-like arms at a time. Each arm can be attacked (AC 10; 5 hit points; immunity to poison and psychic damage; vulnerable to fire damage) Destroying an arm deals no damage to the wreath, which can extrude a replacement arm on its next turn.

Actions

Multiattack. The wreath makes four attacks with its attack with its branch arms, uses reel, and makes one attacks with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) peirceing damage. 

Branch. MeleeWeapon Attack: +7 to hit, reach 50 ft., 1 creature. Hit: the target is grappled (escape DC 12).Until the grapple ends, target is restrains and has a disadvantage strength cheeks and strength saving throws, and the wreath can't use the same branch on another target.

Reel. the wreath pulls each creature grappled by it up to 25 feet straight toward it.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Handoffate1692

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