Medium Undead, Neutral Evil
Armor Class 14
Hit Points 51 (6d8)
Speed 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
8 (-1)
Damage Vulnerabilities Fire, Radiant, Slashing
Condition Immunities Blinded, Charmed, Deafened, Poisoned, Unconscious
Senses Blindsight Blind beyond 60 ft., Passive Perception 8
Languages Common Can't speak Unable to speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Woodland Walk. Difficult terrain composed of nonmagical plants doesn't cost the tendril puppet extra movement, and it can pass through without being slowed by them and without taking damage from them if they have thorns, spikes, or a similar hazard.

Undead Fortitude. If damage reduces the tendril puppet to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the tendril puppet drops to 1 hit point instead.

Undead Nature. A tendril puppet doesn't require air, food, drink, or sleep.

Actions

 

Short Sword. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage. 

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 4 (1d6 + 1) bludgeoning damage 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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.

Description

Moving in add starts and jerks, these tortured souls have thin, blood red tendrils that are forced out from their eye sockets, mouth, and ears; twining around their head, chest, and arms.

Feral Mind. Tendril puppets mindlessly attack creatures that is senses that aren't other tendril puppets. They have no sense of self-preservation and always fight to the death

Poor Vision. Tendril puppets see almost nothing beyond 30 feet away.

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.

gamergbaby

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