False Appearance. While the awakened kelp remains motionless, it is indistinguishable from an ordinary patch of kelp.
Water Breathing. The awakened kelp can breathe only underwater.
Multiattack. The awakened kelp makes two attacks and can use its Reel action.
Frond. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: The target 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 awakened kelp can't use the same frond to attack another target. At the start of each of the target's turns, the target takes 6 (1d8 + 2) bludgeoning damage as the kelp constricts it.
Reel. The awakened kelp pulls a Medium-sized or smaller creature grappled by it 10 feet straight toward it.
Description
The yellow-green fronds of this aquatic plant wave gently in the water, extending to at least 10 feet. Numerous bulbous gas bladders occur throughout the foliage to provide buoyancy to the thick stems.
This monster is taken from Original Adventures Reincarnated 6: The Temple of Elemental Evil, from Goodman Games.
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