Large Plant (Cursed), Any Chaotic Alignment
Armor Class 10 Natural Armor
Hit Points 50 (25d4 + 17)
Speed
STR
12 (+1)
DEX
5 (-3)
CON
17 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws STR +6
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Deafened, Exhaustion, Frightened
Senses Passive Perception 2
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Confusion: All players must make a WIS saving throw before their turn

Actions

Bite: +5 to hit, reach 10 ft., 5 target. Hit: 5 (1d20 + 2) Melee damage.

Peel Whip: +10 to hit, range 30 ft., 2 target. Hit: 10 (1d#20 + 0) Ranged damage.

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.

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: ForestSwamp

GenericOrc

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