Large Plant
Armor Class 8
Hit Points 12 (3d8)
Speed
STR
16 (+3)
DEX
8 (-1)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Senses Passive Perception 8
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Blood drain. if grappled the target take 2d6 of piercing dmg

 

Actions

Stab

Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., - target. Hit:  (1d6 + 1) piercing damage. 

If target is it with stab then it must pass a DC 10 strength check to no be grappled.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

These tough, wiry plants had smooth trunks that varied in brown to yellowish tones and on average grew to heights of 10 feet (3 meters). They had vines that were light green in color, yet looked desiccated, and were covered in leaves as well as sharp, hollow thorns. Their leaves were pointed, had two-lobes, and were pale in color. But once a bloodthorn fed, their leaves took on the same color as a victim's blood

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

3GobsInACoat

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