Large Plant, Neutral
Armor Class 10
Hit Points 10 (1d20)
Speed
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills Stealth +5
Damage Vulnerabilities Fire
Damage Immunities Psychic
Senses Tremorsense 30 ft, Passive Perception 14
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

False Appearance. While the root remains motionless, it is indistinguishable from a normal tree root.

Actions

Attack. The root can make one grab attack per round.

Grab. Melee Weapon Attack: +3, reach 10 ft., 1 target. Hit:  2 (1d4) bludgeoning damage.  If the target is Medium or smaller, it is grappled (escape DC 10) and restrained until the grapple ends. A creature grappled at the start of the root's turn automatically takes 2 (1d4) bludgeoning damage.

Description

Animated roots are thick roots of ancient trees that have burrowed into underground caverns or tunnels.  They have been given movement by a powerful user of Nature's magic: a dryad or druid, etc.

Although not sentient, per se, animated roots can be given standing orders that they follow.  Examples might include:

  • "Restrain all humanoids who try to enter/exit this tunnel."
  • "Allow any satyr/dryad/maenad to pass, but attack anyone else."
  • "If someone approaches this pool, pull them underwater."

If the spellcaster who animated the root is present, he or she can use a bonus action to give specific commands to the root.  Otherwise, they will follow the standing orders to the best of their ability.

clayunderscorepeterson

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