Huge Plant, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 123 (11d12 + 55)
Speed 30 ft., Walk 0 ft.
STR
10 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
9 (-1)
WIS
8 (-1)
CHA
14 (+2)
Saving Throws DEX +8, CON +7
Skills Stealth +8
Damage Vulnerabilities Fire
Damage Resistances Acid, Necrotic
Condition Immunities Charmed
Senses Passive Perception 9
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. The vines have advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Magical Resistance. The vines have advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The crystalis vines make 1 attack with its bite and 2 with its crystal whips.

Vine Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The crystalis vine has six vines, each of which can grapple one target.

Acidic Bite. Melee Attack: +8 to hit, reach 5 ft., one target. Hit:11 (1d12 + 5) piercing damage plus 3 (1d6) acid damage.

Acidic Spit. Ranged Attack: +8 to hit, range 30/60 ft., one target. Hit:12 (2d6 + 5) acid damage.

Legendary Actions

The crystalis vines can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The crystalis vines regains spent legendary actions at the start of its turn.

Frenzy Whip. The plants’ vines start to whip around. Each creature within 15 feet of the plant must roll a DC16 Dexterity saving throw or take 7 (2d6) bludgeoning damage.

Devour (Costs 2 Actions). The plant can start to decay one (living/dead/unconscious) creature wrapped in its vines and regain 10 (1d12+4) hit points.

FlopDrop

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