Large Plant
Armor Class 8 Natural
Hit Points 90 (10d10 + 30)
Speed 20 ft.
STR
14 (+2)
DEX
6 (-2)
CON
16 (+3)
INT
4 (-3)
WIS
20 (+5)
CHA
18 (+4)
Senses Passive Perception 15
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Chill: Blunt elementals are chill like and go with the flow. They allow everything to charm and frighten them however they please. When they make a check against being charmed or frightened, they automatically fail.

Puff puff pass: When a blunt elemental takes fire damage, and the blunt isn't already on fire, the blunt elemental catches fire. While on fire the blunt elemental takes 1d4 fire damage every round and every creature within 5' feet take 1d4 fire damage. The blunt elemental also emits a 30' foot sphere of smoke centered on it's location, all creatures within this smoke have the blunt elemental's Chill trait until they leave the smoke, and creatures that spend 5 rounds in this smoke become poisoned for 1' hour. If the blunt elemental takes cold damage while on fire, the blunt elemental stops being on fire.

Multiple attacks: Blunt elementals can make two whips and a slam.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5' ft., 1 target. Hit: 9 (2d6 + 2) Bludgeoning damage. 

Whip. Melee Weapon Attack: +0 to hit, range 60' ft., 1 target. Hit: 5 (2d6 -2) Slashing damage. On hit, roll a strength save DC 8, on fail the creature is pulled 10' feet towards the blunt elemental, only take the damage on a success.

 

Bonus Actions

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

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

A large bundle of living weed.

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.

SilverDragbornPalindy

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