Large Plant, Typically Neutral Evil
Armor Class 11 N/A
Hit Points 50 (8d10 + 6)
Speed 10 ft., Swim 60 ft.
STR
17 (+3)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
4 (-3)
CHA
1 (-5)
Saving Throws STR +5, DEX +4
Skills Stealth +5
Damage Vulnerabilities Acid, Cold, Slashing
Damage Resistances Bludgeoning
Senses Darkvision 60 ft., Passive Perception 11
Languages -- None - it is a plant
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Camouflage. The seaweed has advantage on Dexterity (Stealth) checks made while underwater. Additionally, while still, the seaweed looks like regular, non-animated seaweed floating in the water or lying on the shore.

Versatile. The seaweed can breathe and survive in the water or on land, but needs to be in contact with water once per hour or it will dry out and die.

Actions

Entangle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The seaweed can entangle up to three targets at once. If the seaweed entangles three targets, it can no longer use this attack until one or more of the targets is freed. If in water, the seaweed can drag the entangled target(s) with it when it swims.

Envelop. Melee Weapon Attack. Only usable on targets this seaweed has entangled. The seaweed wraps its appendages tighter around the entangled target. +8 to hit. Hit: 12 (2d8 + 3) bludgeoning damage. 

Monster Tags: Misc Creature

Habitat: CoastalUnderwater

jchs

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