Large Plant, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 0 ft.
STR
14 (+2)
DEX
8 (-1)
CON
14 (+2)
INT
7 (-2)
WIS
14 (+2)
CHA
6 (-2)
Skills Athletics +4, Perception +4
Damage Vulnerabilities Fire, Necrotic
Damage Resistances Poison
Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 60ft, Passive Perception 14
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Grasping Tendrils. The Blighted Vinewrithe can have up to 4 tendrils at a time. Each tendril can be attacked (AC 13; 6 hit points; resistance to poison damage, and vulnerability to fire and necrotic damage). Destroying a tendril deals no damage to the Blighted Vinewrithe, 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 13 Strength check against it.

Distress Spores. When the Blighted Vinewrithe's hit points are reduced to half of its total hit points, it can choose to release its spores to rally allies. It summons 2 + 1d4 blighted Myconid Sprouts to aid in the battle. A blighted Myconid Sprouts is the same as a regular Myconid Sprouts, except it does not have access to Rapport Spores.

Actions

Multiattack. The Blighted Vinewrithe makes two attacks with its tendrils, and makes one attack with its vinewhip.

Vinewhip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: The target is pulled towards the tendril, and is grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Blighted Vinewrithe can't use the same tendril on another target.

On the start of the grappled creature's turn, they take 5 (1d4 + 1) poison damage. The Blighted Vinewrithe regains hit points equal to half the damage done, rounded down. It does not gain this benefit for killing constructs or undead.

Legendary Actions

Frightening Spores. The Blighted Vinewrithe releases spores in a 5ft range from itself. Those affected by the spores are subjected to horrible visions. A creature must make a DC 11 Wisdom saving throw. On a failed save, the creature becomes frightened until the end of its next turn.

Hypnotic Spores. The Blighted Vinewrithe releases spores in a 5ft range from one of its tendrils. Those affected by the spores see bright, colorful, weaving patterns all around them. A creature must make a DC 11 Constitution saving throw. On a failed save, the creature becomes charmed until the end of its next turn. While charmed by this spell, the creature is incapacitated and has a speed of 0.

Monster Tags: plant

Habitat: Underdark

Bampin

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