Large Plant, Neutral
Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., Climb 10 ft.
STR
18 (+4)
DEX
8 (-1)
CON
17 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
6 (-2)
Skills Perception +6, Stealth +5
Damage Vulnerabilities Fire
Senses Tremorsense (through vines), Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Camoflauge. While the canopy fisher remains motionless, While hiding in a tree, It has advantage on stealth checks

Grasping Vines. The canopy fisher has a net of grasping vines that are woven among six larger vines. Each tendril can be attacked (AC 16; 10 hit points; immunity to poison and psychic damage; vulnerability to fire damage). Destroying a tendril deals no damage to the canopy fisher, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

A tendril can be permanently destroyed if it was dispatched with fire damage. 

 

Actions

Multiattack. The canopy fisher makes three attacks with its tendrils, uses Reel, and makes one attack with its bite. It may also choose to use its Paralytic Acid in place of its Reel action during its turn. 

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Grasping Vine. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

Reel. The canopy fisher pulls each creature grappled by it up to 25 feet straight toward it.

Paralytic Acid. The canopy fisher secretes acid down its tendrils towards two creatures currently grappled they must make a Constitution 16 Saving Throw or be paralyzed until the end of their next turn.

Habitat: Forest

BigCityDnD

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