Large Plant, Unaligned
Armor Class 13 (Natural Armor)
Hit Points 18 (4d8 + 4)
Speed
STR
11 (+0)
DEX
8 (-1)
CON
13 (+1)
INT
3 (-4)
WIS
5 (-3)
CHA
3 (-4)
Damage Vulnerabilities Fire, Radiant
Damage Resistances Necrotic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Spiky Body. Whenever a creature within 5 ft. of the Vampire cactus hits it with a melee attack, the creature takes 7 (1d6+4) Piercing damage.

Drink Blood. After the Vampire Cactus hits a creature with a melee attack, it regains hit points equal to half the damage dealt.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit:  7 (2d6)Piercing damage. A creature hit by this attack is grappled, and takes 9  (2d8) Necrotic damage at the start of each of its turns. Grappled creatures may make a Strength (Athletics) check against the Vampire Cactus' own check to break free.

Throw Spikes. Ranged Weapon Attack: +6 to hit, range 20/60 ft., 1 target. Hit: 15 (3d6+4) Piercing damage.

Description

Vampire Cacti are plants that have been cursed by a vampire's undead magic - a failed attempt to try and make a spare body for a vampire to inhabit after they inevitably die. That being said, the only thing that these vampires created was a way to protect their desert-based sanctums for cheap.

Undead Spawn. A Vampire Cactus is considered both a Plant and Undead.

Restorative Juices. The juice found within a Vampire Cactus tends to have restorative abilities. If one boils the juices alongside specific reagents, one could make a Potion of Healing with one hour of work.

Monster Tags: plant

Habitat: Desert

Solar_Bun_Bun

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