Medium Plant (Minion), Neutral
Armor Class 13 Natural Armour
Hit Points 182 (16d12 + 74)
Speed 60 ft.
STR
19 (+4)
DEX
28 (+9)
CON
21 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +13, CON +9
Skills Stealth +6
Damage Resistances Piercing
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft., Passive Perception 15
Languages Terran
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 Cactus Dance: Cactuar performs a mesmerizing dance, forcing all creatures within 30 feet to make a Wisdom saving throw with a DC of 15. On a failed save, the creatures are charmed for 1 minute.

Quicksand Trap: Cactuar creates a patch of quicksand beneath a creature within 10 feet. The creature must succeed on a Strength saving throw with a DC of 14 or become restrained.

Fleeing Step: Cactuar can move up to 60ft. to any unoccupied space it can see, this movement does not provoke attacks of opportunity.

Actions

Multiattack: Cactuar can make 3 actions each turn.

1000 Needles: +7 to hit, 19 (4d8 + 1) Piercing damage, 0ft .

Reactions

 Pins and Needles: When cactuar takes damage from a melee attack, the attacking creature must make a Dexterity saving throw with a DC of 20. On a failed save, the creature is stuck with tiny needle-like hairs, taking 2d10 piercing damage every turn until removed.

Description

Cactuars have stiff arms and legs without hands or feet, three black dots on their faces representing eyes and a mouth, and three yellow quills at the top of their heads. Their silhouette resembles the Japanese symbol pronounced as 'manji'. They move in a puppet-like manner, balancing on one leg with the others bent at 90 degree angles.

Habitat: Desert

Mog_okh

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