Huge Plant, Typically Chaotic Evil
Armor Class 13 natural armor
Hit Points 21 (5d6 + 5)
Speed
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
18 (+4)
CHA
5 (-3)
Saving Throws DEX +4
Damage Vulnerabilities Fire, Slashing
Damage Resistances Bludgeoning
Damage Immunities Psychic
Senses Passive Perception 18
Languages can understand comon but cant speak
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Trait Name. plant familiarity

Spellcasting. The burrow vine is a 1-level spellcaster. Its spellcasting ability is 18 (spell save DC 16, +4 to hit with spell attacks). The burrow vine has following druid spells prepared:
Cantrips (at will): poison spray
1st level (at will): entangle

Actions

Action Name. vine slither

Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 20 ft., 2 target. Hit: 2 (3d6 + 4) bludgeoning damage.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Bonus Action Name. As a bonus action, the burrow vine may choose one ensnared creature to mummify. this creture must make a DC16 strength saving throw or have the prone effect. on its turn this creature must make another strength saving throw or remain mummified. the burrow vine may now use the creature stats block as its own.

Reactions

Reaction Name. the slither vine may make a melee attack.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The slither vine is a sentient vine created by dark magic residue left over from the ages. Its only purpose is to attack and kill all creatures in its territory. The slither vine is drawn to evil and powerful magic.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestGrasslandSwamp

Emmetts_dnd_gruop

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