False Appearance. While the plant remains motionless, it is indistinguishable from a normal plant.
Blood Infusion. If Blood were to be exposed to the plant, it grows 1d6 feet from it's origin and regains 1d4+2 health points.
Spike Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 4) Slashing damage
Grapple. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. If it hits, target makes a DC 14 Strength check. If the creature fails, they are considered grappled and are dragged 10ft towards its origin each round on its initiative turn. The creature can re-roll its saving throw at the end of each of its turns.
Drain. If the Blood-Drinker Kudzu has a creature grappled, it can choose to drain the creature rather than attack. The grappled creature must make a DC 13 Constitution Saving throw. On failure, they take 2d6 Slashing damage and the Blood-Drinker Kudzu heals the same amount. On a save the creature takes half.
Description
The Blood-Drinker Kudzu is a plant that at first glance, poses as a particularly thorny vine that sprouts varying sizes of leaves. Once an unwitting victim cuts itself on one of the thorns, the scent of blood causes the kudzu to awaken, wrapping its Vines around them and draining all life fluids from them. With every pint of blood it grows, often covering vast swathes of uninhabited forest, or even a village unlucky to be near its core.
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