False Appearance. While the weed remains motionless, it is indistinguishable from a normal aquatic plant.
Grasping Tendrils. The weed can have up to six tendrils at a time. Each tendril can be attacked (AC 10; 20 hit points; same immunities and resistances as the weed). Damaging or destroying a tendril deals no damage to the weed, which can extend a replacement tendril on its next turn. A grappled creature may use its action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check against the tendril holding it, breaking the tendril and freeing itself on a success.
Immobile. The black lakeweed is rooted to the lakebed. It automatically fails Dexterity-based ability checks and saving throws, and as long as it has at least one hit point, it cannot be moved against will.
Planty Nature. The black lakeweed doesn't require air or sleep.
Strangling Center. Large or smaller creatures grappled by the weed can occupy the weed's space. Any creature that is grappled in such a way and occupies the weed's space at the start of the weed's turn must make a DC 15 Constitution saving throw, taking 18 (3d8+4) bludgeoning damage on a failed save or half damage on a success.
Multiattack. The weed makes four attacks with its tendrils and uses Reel.
Tendril. Melee Weapon Attack: +7 to hit, reach 40 ft., one creature of Large or smaller size. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and the weed can't use the same tendril on another target.
Reel. The weed pulls each creature grappled by it up to 15 feet straight towards the center of its space. Creatures within the lakeweed's space at the start of the weed's turn are subject to its Strangling Center trait.
Description
Black lakeweed is an invasive aquatic plant that thrives in the still waters of deep lakes and ponds. It is easily pulled up and destroyed when small, and lakes frequented by fishermen who are aware of its properties are typically safe. Left alone, the weed can grow to occupy huge patches of the lakebed in bodies of water distant from the settlements of humanoids.
A fully grown patch of lakeweed is Huge in size and weighs over 1000 pounds.
Lakeweed can sense the rapid movements of creatures that have a swim speed, and will not usually attack them unless they are already dead. It reserves its attacks for non-aquatic creatures who enter its reach, in or out of the water, reaching out its vinelike tendrils to lock such creatures in an iron grip. Grappled victims are drawn inexorably to the center of the weed, where those that do not drown first are slowly crushed.
Lakeweed is resistant to fire only while immersed - if brought to the surface, it gains vulnerability to it instead. If it is brought to 0 hit points, the weed becomes inert and all trapped creatures are released. However, unless its roots are dug up and burned, the weed grows back to full size within 30 days.
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