Small Plant, Neutral Evil
Armor Class 13 Natural Armor
Hit Points 6 (1d6 + 3)
Speed 25 ft., Burrow 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
6 (-2)
CHA
3 (-4)
Skills Stealth +3
Damage Vulnerabilities Fire
Condition Immunities Blinded, Deafened
Senses Blindsight 60 ft, Passive Perception 8
Languages understands Common but can't speak it
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

False Appearance. While the crop remains motionless, it is indistinguishable from a dead crop.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. 

Reactions

Burrowing Retreat. When hit by an attack that doesn't kill, the creature can choose to burrow into the ground, hiding itself from potential further attacks.

Description

An awakened crop is a normal crop that has been touched by the magic of the fey wild. It can pull its roots off the ground or climb off the vine it's on. They form into a humanoid form when threatened. Awakened crops tend to root in moist soil with enough nutrients to sustain life. While rooted, they tend to resemble whatever the local crops are. Given how dry they are (and the tendency for cultures to cook with fire), they are susceptible to fire.

tsenner12

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