Armor Class
14
Natural Armor
Hit Points
135
(30d10)
Speed
0 ft.
STR
15
(+2)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
STR +4
Condition Immunities
Charmed
Senses
Darkvision 100ft, Tremorsense 200ft, Truesight 50ft, Passive Perception 10
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Sentry: The tendril will stab and fling anything that enters a 25 ft circumference up to a distance of 15ft, doing 1d10 per attack and it hits 2 times.
Actions
Burrow: The tendril can burrow under the ground and travel through the ground while maintaining the original point. It spikes up out of the ground and stabs the nearest enemy. if the enemy sees it he can make a dexterity saving throw, DC 12. if the enemy fails it knocks them prone, if it succeeds it will dodge out of the way. after the attack is done then the Tendril will go back to its original position and poke out of the ground.
Comments