Medium Or Small Plant, Any Chaotic Alignment
Armor Class 10 Natural Armor
Hit Points 10 (3d6)
Speed 20 ft., This creature can move underground, as long as it is dirt or mud. As long as the creature is buried, a successful perception check is needed to find it, when failed, this creature gets advantage on its next melee attacks.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Damage Vulnerabilities Fire, Slashing
Damage Resistances Thunder
Senses Passive Perception 3
Languages None
Challenge 0 (10 XP)
Proficiency Bonus +2
Actions

Action Name. Attack.

Action Melee Attack. Bite Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) [piercing] damage. 

Action Ranged Attack. Spit Acid Attack: +3 to hit, range 25/50 ft., 2 target. Hit: 5 (2d4 + 1) [acid] damage.

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.

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.

Monster Tags: plant

Habitat: ForestSwamp

Illumia_Luma

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