Medium Or Small Plant, Lawful Neutral
Armor Class 14 Natural Armor
Hit Points 52 (7d8 + 21)
Speed 35 ft.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
9 (-1)
Saving Throws DEX +3, INT +2
Skills Perception +4, Survival +4
Damage Resistances Cold, Fire, Poison
Senses Darkvision 60, Tremorsense 30 ft., Passive Perception 11
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Thorny Body. The Cacterian's body is covered in prickly spines. When a creature makes contact with it, these spines break off into their skin, causing them to take 2 (1d4) piercing damage.

Stalwart. The Cacterian has advantage on saving throws made to avoid Exhaustion. 

Speak with Animals and Plants. The Cacterian can speak to small animals and plants as though they share a language.

Wanderer. The Cacterian's movement is unimpeded by nonmagical difficult terrain. additionally, it has advantage on all Wisdom (survival) when in the desert.

Actions

Multiattack. The Cacterian makes 2 Projectile Spine attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) bludgeoning damage, plus 1 piercing damage. 

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 +3) slashing damage.

Revolver. Ranged Weapon Attack: +5 to hot, range 100/300 ft., 1 target. Hit: 8 (2d4 +3) piercing damage.

Projectile Spine. Ranged Weapon Attack: +4 to hit, range 15/60 ft., 1 target. Hit: 3 (1d4 + 1) damage.

Bonus Actions

Side-arm Strike. Immediately after making an attack with its Revolver the Cacterian can make a Dagger attack as a bonus action.

Description

Cacterian are desert born plant folk. Native to the deserts surrounding Acrux, the Cacterian people have adapted to avoid heat and exhaustion, able to do large amounts of work during the cold hours of the night, while staying far more docile during the day.

Monster Tags: NPCplanthumanoid

Habitat: Desert

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