Digestic leaves. The first creature that was grappled by any of its tentacles suffers 2d8 acid damage at the end of the target's turn, as it tries to digest it first.
False Appearance. While the crinoid remains motionless, it is indistinguishable from coral algae and sea vegetation.
Sea dependence. If this creature leaves the underwater marine environment, it starts to dry out in 1d6 turns, loosing all his hit points at the end. While outside of sea water, it has disadvantage in all of its attacks and saving throws, and its moviment is halved.
Multiattack. The crinoid makes six attacks with its tentacles.
Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 28 (9d4 + 6) bludgeoning damage and 18 (4d4 + 4) acid damage, or only 14 (5d4 + 2) bludgeoning damage if the crinoid is grappling a creature other than the target. The target is also grappled (escape DC 14). Until this grapple ends, the target is restrained.
Self amputation (1/day). If the crinoid is damaged and remains with 15 hit points or less, it can release one of his tentacles free as a reaction. The removed part will function as a marine awakened shrub, but it will stay alive for only one minute. The crinoid loses one of his attacks.
Description
Crinoids are marine animals that are characterised by having small mouth-like holes throughout his leave-looking tentacles. His feeding arms are able to digest any creature that remains trapped or taken by it.
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