Large Plant, Unaligned
Armor Class 13 Natural Armor
Hit Points 68 (8d10 + 24)
Speed 5 ft., Climb 5 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)
Damage Resistances Cold, Fire
Condition Immunities Blinded, Deafened, Exhaustion, Prone
Senses Blindsight 30 ft., Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

False Appearance. While the creeping vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict. Melee Weapon Attack:+6 to hit, reach 15ft., one creature. Hit: The target takes (2d6) bludgeoning damage and is grappled (escape DC 14). Until the grapple ends, the target is restrained, and it takes (2d6) Bludgeoning damage at the start its turn.  Vine can only constrict one target at a time.

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.

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.

Falshaar

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