| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Nigh-False Appearance. While the shrub remains motionless, it is indistinguishable from a shrub, albeit with icicles forming around its branches.
Rime Vine. Melee Attack Roll: +4, reach 10 ft. Hit: 6 (1d8 + 2) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the target takes 4 (1d8) Cold damage at the start of each of its turns, and the blight can’t make Rime vine attacks.
Frostbind Roots (Recharge 5–6). The blight casts the Frostbind spell, using Constitution as the spellcasting ability (spell save DC 12).
Frostbind. Ice manifests from the ground in a 20-foot square starting from a point within range. For the duration, the ice turns the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the frost forming on their legs, until the spell ends. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the ice melts away.
Description
An awakened shrub affected by a cold kind of magic.
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