Medium Plant, Neutral
Armor Class 13 Natural
Hit Points 65 (10d8 + 24)
Speed
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
1 (-5)
WIS
12 (+1)
CHA
2 (-4)
Damage Vulnerabilities Fire
Condition Immunities Blinded, Deafened
Senses Blindsight 30ft, Tremorsense 60ft, Passive Perception 11
Languages No Languages Known
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Grasping Tendrils. Maximum of 2 tendrils, each of them have an AC of 13 and Hp of 10. Doing damage to these do no damage to the plant, and the plant can regrow one each turn as an action. Tendrils can also be broken with a DC 13 strength check. 

Hide in Plain Sight. The plant can disguise itself as just a normal plant, if it is surrounded by other plants, requiring a perception check with a DC of 16 to see it. 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit:  (3d8 + 2)  piercing damage. 

Tendril. Melee Weapon Attack: +4 to hit, reach 30 ft., 1 target. Hit:  Target grappled (DC 15) and restrained.

Reel. Pulls all grappled creatures 20 ft towards it

Entangle. creates a 15 ft radius of roots and vines around the plant, which becomes difficult terrain for 1 minute. Any player within this radius makes a dexterity saving throw of 12, or they become entangled. A DC strength check of 13 will allow a player to free themselves or another player from entanglement.

Description

A massive plant, standing slightly taller than a tall human would, with tendrils coming out of the stem of the plant, and a venus fly trap-like head atop the plant with jagged teeth coming out of it.  

Monster Tags: plant

Habitat: ForestGrasslandSwamp

Anton_Fender

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