Large Plant, Typically Neutral Evil
Armor Class 12 Natural Armor
Hit Points 120 (5d20)
Speed 20 ft.
STR
18 (+4)
DEX
6 (-2)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +6, CHA +4
Skills Athletics +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Tremorsense 30, Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Vines: Alraune has four vines. These vines are treated as extensions of Alraune but they have their own Hitpoints and AC. They are immune to all conditions, but they gain any conditions that Alraune is affected by. Certain abilities require the use of a vine, if no vines are free Alraune can't use an ability that requires a vine. Each vine has an AC of 13, 20 Hitpoints, and are weak to fire and slashing damage. A destroyed vine can be regenerated with no action on Alraune's turn by spending 20 Hitpoints.

Vampiric Barbs: Any creature that is grappled by Alraune takes 1d4 piercing damage at the start of Alraune's turn and Alraune is healed by that amount.

Legendary Resistance: Whenever Alraune would be subjected to a status condition, it can expend one Legendary Resistance and choose not to be effected by it. This ability can only be used once per day.

Actions

Slam (1 Vine): +6 to hit, a creature hit by this attack takes either 2d6 bludgeoning damage or is grappled.

Raise Mandrake (1-3 Vines): Creates a Mandrake that is tethered by a vine. While the Mandrake is alive that vine can't be used for any other actions and can be targeted.

Stun Spore: Every non-plant creature in a five foot radius around Alraune must make a DC 13 Constitution saving throw or be paralyzed until the end of Alraune's next turn

Bonus Actions

Reel: A creature grappled by Alraune's vine must succeed on a strength contest or be pulled up to 30 ft. to an open space within 5 ft. of Alraune.

Reactions

Pain Transfer: If Alraune is connected to a Mandrake, it can use it's reaction to transfer the damage taken from a single source to the controlled Mandrake. The mandrake takes the damage as if it has been damaged by the damaging source.

Legendary Actions

Alraune has 3 Legendary Actions, which she can take at the end of another Player's turn.

Slam (1 LA): Alraune makes a single Slam attack.

Stun Spore (2 LA): Alraune uses it's Stun Spore action.

Raise Mandrake (1-3 LA): For each legendary Action spent in this way, Alraune uses Raise Mandrake once.

Recharge Reaction (1 LA): Alraune can make one free reaction before the start of it's next turn.

CoffeeGav

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