Medium Or Small Humanoid
Armor Class 14
Hit Points 30 (4d6)
Speed 20 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +7
Skills Athletics +14, Deception +12, Insight +11, Intimidation +12, Medicine +11, Nature +11, Perception +11, Persuasion +12
Damage Resistances Piercing and Slashing from nonmagical attacks
Damage Immunities Radiant
Condition Immunities Poisoned, Unconscious
Senses Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Thorn Gale

Whenever a melee attack hits Barb-ari the enemy who made the attack  must make a dc 17 dex save or take 1d6+3 piercing damage

Rapid Growth

Barb-ari when cut via slashing, if they drop bellow 5 hp but remain alive they will unlock their rapid Growth trait, in 24 hours the damaged barb-ari will become two barb-ari. If the barb-ari fell to zero hp it will instead respawn as a single individual in 1 month.

Rapid Healing

When cut  they produce a sweet sticky jell like sap. Twice per short rest this can be consumed to heal 1d8+2 hp the remnants of the sap will in turn heal barb-ari for 1d6+1

Enduring Thorns

After fighting barb-ari it's highly likely your going to be spending a short rest pulling thorns from your skin. On the next short rest when rolling hit die for hp roll the die lots twice and take the lower number. 

Natural Camouflage

when standing still it's hard to tell the difference between a barb-ari and a normal cactus. - dc 16 perception check.

Resiliance 

Can go without water for up to 2 months due to stockpiling water in their body 

Actions

Action Melee Attack. Thorn Punch +6 to hit, reach 5 ft., 1 target. Hit: # (2d6 + 6) [Piercing ] damage + 4 [bludgeoning] damage - 2  Thorn Punch attacks per action.

Action Ranged Attack  Thorn spray: range 15 ft circle centered around the succulent all within that range  must make a dc 18 dex save or take (2d6 + 6) [Piercing] damage. (Once per long rest)

Action Melee Attack. Poison Spike +6 to hit 5 ft reach 1d4 [piercing] damage + [4] poison damage dc 14 con saving throw on a fail you hallucinate and have disadvantage on attacks until you pass the saving throw . If your attempting to navigate terrain and fail the saving throw more than 3 x in a row you will also be led in circles. (once per day)

Bonus Actions

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

Bonus action Hide.

 

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

A incredibly humanoid looking cacti monster. 

After fighting barb-ari it's highly likely your going to be spending a short rest pulling thorns from your skin.

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.

Habitat: Desert

Jinx126

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