Green Strider. The bamboo piercer ignores movement restrictions and damage caused by natural undergrowth.
Plant Telepathy. The Bamboo Piercer can magically command any plant within 120 feet of it, using a limited telepathy.
Plant Invisibility. While in a naturally growing plant environment that can encompass its size, the Bamboo Piercer is invisible until it makes an attack action or moves more than 20 ft in one turn.
Multiattack. The bamboo piercer makes four stab attacks.
Stab. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 5) piercing damage. When a bamboo piercer hits a target with two or more stab attacks in the same turn, or a single critical hit, the target is restrained, and it is pulled 15 ft into the air. The target may make an Athletics check (DC14) on their turn to break free of one piercing bamboo hook. A medium target may have up to four piercing bamboo hooks attached, a small target with three, tiny targets one. Targets large and beyond cannot be lifted. When a pulled target has no piercing bamboo hooks attached, they fall to the ground taking 2d6 (8) bludgeoning damage.
Description
Each piercing vine arm has AC12 and 15 hit points.
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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