Spider Climb. The Creep Weed can climb up on walls and ceilings and go across difficult terrain.
Spore pop: The Creep Weed is covered in spores. When an enemy hits the Creep Weed, roll a d20, the dc is the enemies attack roll, if you roll higher than that one of its spores pop releasing a sleeping gas at the enemy. The enemy must make a dc 15 constitution saving throw or be put to sleep for 1d4 hours. The creatures can be roused awake by an organic creature, but the Creep Weed can not wake them up.
Life Syphon: When the Creep Weed has one of its tendrils grappled with a creature, the creature has disadvantage on all attacks and saving throws.
Multiattack: The Creep Weed can make 6 Tendril attacks.
Tendril: Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 9 (2d10 + 2)Bludgeoning damage. You can decide wether or not it grapples.
Bite: Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 9 (2d6 + 2)Piercing damage. If creature is grappled you can have it swallow the creature. Follow the same rules for what happens when the Shambling Mound eats something.
Description
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Lair and Lair Actions
When The Creep Weed's roots are in the ground in its lair, choose one of these choices.
Lair Actions
On initiative count 20 (losing initiative ties), the Creep Weed takes a lair action to cause one of the following effects; the Creep Weed can’t use the same effect two rounds in a row:
- You cause giant spikes to emerge from the ground, enemies must make a dc 15 dexterity save or take 1d8 piercing damage
- You cause vines to grab creatures and pin them to the ground, creatures must make dc 15 dexterity save or be grappled to the ground, prone.
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Posted May 1, 2019The name might be familiar to you guys, mostly because I based this dude off of a tv show villain..........