Regrowth. When it comes apart it comes back together and gains 1/4 of its health back, this can only be used once.
Roots. Grows roots on its feet to plant it to the ground leaving it immobilized, but also can't be knocked prone.
Fist Clobber. :Unarmed Strike +3 to hit, reach #6 ft., 1 target. Hit: 2 (2d8 + 2) [Bludgeoning] damage.
Thorn Launch. :Thorns +4 to hit, range :30 ft., # 3 target. Hit: 6 (1d12 + 3) [Piercing] damage.
Every turn it can choose to dig a tunnel 15 ft. away from its original position, allowing it to get out of harms way.
Absorb. If a creature is within 5 ft. of the user, it will wrap around the creature storing it in its stomach area.Then every turn it will slowly damage the creature (taking 1 hp) and then healing itself (gaining 1 hp).
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
A big, hulking mass of sentient tumbleweeds that is extremely aggressive.
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.
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