Huge Plant, Unaligned
Armor Class 5 Natural
Hit Points 95 (10d12 + 30)
Speed 15 ft., Climb 15 ft.
STR
3 (-4)
DEX
1 (-5)
CON
17 (+3)
INT
1 (-5)
WIS
4 (-3)
CHA
1 (-5)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Cold
Condition Immunities Blinded, Charmed, Deafened, Frightened, Grappled, Prone
Senses Tremorsense 60ft, Passive Perception 7
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

False Appearance. While the alpine creeper remains motionless, it is indistinguishable from a normal patch of lichen.

Mossy Carpet. The alpine creeper can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 foot wide without squeezing.

Actions

Gentle Dissolution. Each creature in the alpine creeper's space must make a DC 13 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. The alpine creeper can choose not to harm friendly Beasts in its space. An unconscious creature that takes damage from this action must make a DC 13 Wisdom saving throw, remaining unconscious on a failed save, or waking on a successful one.

Sleep Spores. The alpine creeper releases sleep-inducing spores. Each Humanoid and Giant within 20 feet of the alpine creeper must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage, or another creature uses an action to wake it.

Cleaning Call (1/Day). The alpine creeper sprays pheromone-laced spores, calling nearby Beasts to the feast. The called Beasts arrive 

in 1d4 rounds and act as allies of the alpine creeper, attacking creatures within 10 feet of it. The Beasts remain for 1 hour, until the alpine creeper dies, or until the alpine creeper dismisses them as a bonus action. Choose one Beast of challenge rating 1 or lower or roll a d100 and consult the Summoned Beasts table (see sidebar).

Bonus Actions

Lethargic Stupor. One unconscious Humanoid or Giant in the alpine creeper's space suffers one level of exhaustion. A creature with more than half its hp maximum can't suffer more than one level of exhaustion from this bonus action. These levels of exhaustion last until the creature finishes a short rest.

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

Alpine creepers thrive at high elevations. The plant uses its likeness to true lichen to lure prey and is the cause of many mountaintop deaths attributed to animal or monster attacks. This innocuous-looking plant settles in a location and waits for unwitting humanoids and giants to pass over it or to take a rest on it.

MOUNTAINSIDE PERILS. Once prey is subdued by sleep-inducing spores, alpine creepers emit pheromones to attract carnivorous animals. Beasts drawn toward the creeper usually find a feast waiting for them, though the creepers routinely finish off too-aggressive animals.

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.

Monster Tags: plant

Habitat: Arctic

anthonyaa

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