Bloodsucking Vines. Whenever the bloodless wanderer deals slashing or piercing damage, it recovers hit points equal to the damage dealt. This does not apply to damage dealt against constructs or other bloodless entities.
Grim Mask. Melee attacks targeting the bloodless wanderer are made with disadvantage. When a creature makes a melee attack targeting it and misses, it takes 1d6 slashing damage.
Magic Resistance. The bloodless wanderer has advantage on saving throws against spells and other magical effects.
Natural Visage. When the bloodless wanderer is still, it is nearly indistinguishable from an ordinary plant. The wanderer is unimpeded by difficult terrain caused by plants, and can take the Hide action as a bonus action. It can Hide while only lightly obscured.
Vine Lash. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 5 (1d4 + 3) piercing damage.
Corpse Thief. When the bloodless wanderer is touching the corpse of a creature with CR 2 or less, it can use an action to enter and animate the body like a puppet. While inside, it gains temporary hit points equal to half the maximum hit points of the dead creature, and can use any actions that the corpse could. When these temporary hit points are reduced to zero, the corpse is destroyed and the wanderer is ejected. The wanderer cannot cast spells that the dead creature could cast or make use of supernatural abilities of the dead creature, since such powers rely upon qualities beyond what a simple body possesses.
The bloodless wanderer can Hide as a bonus action, and while only lightly obscured.
Description
Each bloodless wanderer is born of the heart of a fallen adventure whose essence has been changed by the power of the Blackthorn Grove. The heart of such adventurers, still yearning to fulfill desires and ambitions that remain unrealized, tears itself from the chest of it's original owner.
Bloodless wanderers are intelligent and possessed of clear purpose, but cannot speak or write. Many fashion masks of wood and decorate them to be vaguely reminiscent of the face of the person who they once belonged to. All of them require blood to continue to survive, and will feast upon the fallen, drinking deeply if their still-fresh fluids.
As companions, they are wise and insightful, possessed of much of the experience of their previous owners. They are often referred to as spirits of the dead, though this is not technically correct. They are plants, living and returned to life.