Large Plant, Neutral
Armor Class 14 Natural Armor
Hit Points 44 (4d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws CON +3, WIS +2
Skills Perception +4, Stealth +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 10 ft, Darkvision 60 ft, Passive Perception 14
Languages Common, Telepathy Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Two Heads. Because of its two heads, Acrozeq has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Spider Climb. Acrozeq can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vine Sense. While in contact with a vine, Acrozeq knows the exact location of any other creature in contact with the same vine.

Vine Walker. Acrozeq ignores movement restrictions caused by vines.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC: 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Vine - Recharge 5. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by vines. As an action, the restrained target can make a DC: 12 Strength check, bursting the vines on a success. The vines can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Sleep Spores (Recharge 5–6) (Phase 2). Acrozeq launches spores in a 15-foot sphere. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Spew Acid (Recharge 5–6) (Phase 3). Acrozeq spews acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Description

Acrozeq the Green Guardian is a sentient tangle of vines vaguely in the shape of a spider.  It can produce and use a seemingly endless supply of vines in the same way a spider would webbing -- the vines are equally as sticky.  Acrozeq was a spirit discovered by the master and tasked with defending him until the day Acrozeq dies.

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.

Habitat: Forest

GrooveDoode

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