Armor Class
12
Hit Points
21
(6d6 + 6)
Speed
20 ft., Swim 10 ft.
STR
11
(+0)
DEX
9
(-1)
CON
11
(+0)
INT
11
(+0)
WIS
11
(+0)
CHA
7
(-2)
Saving Throws
WIS +2
Damage Vulnerabilities
Fire
Damage Resistances
Piercing
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Blindsight 15, Tremorsense 60, Passive Perception 11
Languages
Druidic, Sylvan
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
False Appearance. While the cannabinoid remains motionless, it is indistinguishable from a normal cannabis plant.
Ignite. If the cannabinoid is hit by a fire attack it sets ablaze. While it is on fire it deals fire damage to creatures it hits with Rake, and creatures that come within 15ft of the cannabinoid must pass a Constitution Save DC12 or take 2d4 psychic damage each turn the creature starts within the area of effect.
Actions
Rake. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (3d4) slashing damage.
Description
An cannabinoid is an ordinary cannabis plant given sentience and mobility by the awaken spell or similar magic.
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