Large Plant, Unaligned
Armor Class 11 (natural armor)
Hit Points 25 (3d10 + 9)
Speed 30 ft., Climb 20 ft.
STR
15 (+2)
DEX
11 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Bludgeoning, Piercing
Senses Passive Perception 10
Languages One language known by its creator
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

False Appearance. While the razorvine remains motionless, it is indistinguishable from a normal razorvine hedge.

Razor Body. When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine’s bladelike thorns.

Actions

Razor Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the razorvine can't constrict another target.

Description

An awakened razorvine is an ordinary razorvine hedge given sentience and mobility by the awaken spell or similar magic.

Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.

When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine’s bladelike thorns.

Monster Tags: plant

Habitat: Forest

onyxking64

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