Familiar. Groot can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what Groot senses as long as they are within 1 mile of each other. While Groot is within 10 feet of its companion, the companion shares Groot's Magic Resistance trait.
Druidic Focus. Groot also serves as a druidic focus and cannot be dismissed like an ordinary familiar.
Magic Resistance. Groot has advantage on saving throws against spells and other magical effects.
Nature Sense. Groot can plant his feet on the ground and feel the nature around him. By doing so, he can give a sense of any non-magic creature and any plants in 1 mile radius to the bonded user.
Regrow. If Groot would suffer any attack that would end him, as long as one piece is tended to as a plant, he can regrow in 10D6 days and resume his journey as a familliar.
Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
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