Armor Class
16
(natural armor)
Hit Points
70
(7d12 + 21)
Speed
20 ft., Swim 40 ft.
STR
20
(+5)
DEX
6
(-2)
CON
16
(+3)
INT
10
(+0)
WIS
10
(+0)
CHA
7
(-2)
Saving Throws
STR +7, CON +5
Skills
Athletics +7
Damage Vulnerabilities
Fire
Damage Resistances
Acid, Bludgeoning, Piercing
Condition Immunities
Blinded
Senses
Tremorsense 30, Passive Perception 10
Languages
One language known by its creator
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
False Appearance. While the awakened seaweed remains motionless, it is indistinguishable from a normal seaweed.
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Grab. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage, and target is grappled and restrained, DC 15 to escape (as an action). Awakened seaweed can only have one target grabbed at a time.
Sweep. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage, and the target is knocked prone.
Description
An awakened seaweed is an ordinary tree given sentience and mobility by the awaken spell or similar magic.
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