Huge Plant
Armor Class 12
Hit Points 147 (14d12 + 56)
Speed 15 ft.
STR
14 (+2)
DEX
8 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CON +7, CHA +5
Damage Vulnerabilities Fire, Slashing
Damage Resistances Force, Piercing, Thunder
Senses Blindsight anything within its space, Tremorsense 60 ft, Passive Perception 20
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Lovely Lawn. Before the grass has moved or attacked, it is indistinguishable from normal grass, requiring a DC15 Nature or Perception check. Additionally, creatures can walk on the grass with no penalty.

Sticky Business. The bladegrass wraps its blades around the feet of any creature standing in it. All creatures within the grass must make a DC18 Dexterity Saving Throw or be grappled. On subsequent turns, the grappled creature may attempt a DC16 Strength (Athletics) or DC16 Dexterity (Acrobatics) check to break the grapple.

Connected Land. The bladegrass is aware of all creatures within its space and within 60 feet. It can target any creature within its space or within 30 feet of its edge.

Dry as bone. The bladegrass is vulnerable to fire damage. If more than 10 fire damage is done to a section of the bladegrass, a 5 ft region catches on fire, doing 1d10 fire damage on each of the bladegrass's turns, for each 5 ft region on fire. Additionally, at the end of the bladegrass's turn, the fire may spread. Roll 1d12. On a 1-8, the fire spreads that many squares adjacent to existing fire in the direction of the prevailing wind. On a 9-12, the fire does not spread.

 

Actions

Multiattack. The bladegrass uses it's blade spike twice and attempts to use Sticky Business.

Blade Spike. Ranged Weapon Attack: +5 to hit, reach 30 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage.

Bonus Actions

Draw to Earth. As a bonus action, the bladegrass attempts to draw any grappled creatures deeper into it's surface. Each creature grappled by the bladegrass must make a DC18 Strength Saving Throw or be pulled deeper into the grass. On a failure, the creature is now restrained and must use its action to attempt a DC16 Acrobatics or Athletics check to escape and return to being grappled. On a success, the creature is not restrained, but does not break the grapple. If a creature is already restrained by the bladegrass, they take 1d6 bludgeoning damage.

Thistledown. As a bonus action, the bladegrass can change its surface from normal terrain to difficult terrain or back again.

Habitat: DesertGrasslandHill

thatonetallguy

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