Cacophonous Protection: The monster is resistant to any effects that attack with sound and is resistant to thunder damage.
Natural Toxicity: The monster absorbs any poison damage dealt to it due to its naturally poisonous sap.
Multi-attack. The Cacophonous Tendrils can make 2 tendril attacks
Tendrils. Melee Weapon Attack: +4 to hit, reach 35 ft., 1 target. Hit: 13 (3d6 + 4) [Slashing] damage.
Sap Shot. RangedWeapon Attack: +6 to hit, range 120 ft., 1 target. Hit: 8 (2d6 + 2) [Acid] damage.
Bite. Melee Weapon Attack: +6 to hit, range 5 ft., 1 target. Hit: 12 (2d8+4)
Wrap. Melee Weapon Attack: +4 to hit, range 35ft., 1 target. Grapples Target
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Regurgitate. As a reaction the Cacophonous Tendrils can regurgitate a glob of elemental damage when attacked by a target. The glob has the same effect of the spell or attack that was hurled at it, with +4 to hit
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None (dont know why its forcing me to have these, i didnt even select them)
Description
A bouquet of lichen, vines and grass tendrils emerge from a small body of water. In this water is the mouth of the beast. These tendrils are barbed and can be used to Grapple.
Lair and Lair Actions
Dark wooded caverns with bodies of water.
Lair Actions
On initiative count 20 (losing initiative ties), the Cacophonous Tendrils takes a lair action to cause one of the following effects; the Cacophonous Tendrils can’t use the same effect two rounds in a row:
- Cave of Odours. The Cacophonous Tendrils pumps its bodily toxins into the surrounding water and flora: Each creature either on grass or near water must make a dc14 Constitution saving throw or be stunned from the pungent odour. At the end of the lair action the Cacophonous Tendrils sucks up the poison back into its body.
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