Medium Plant, Neutral
AC 16 Natural Armour    Initiative +2 (12)
HP 46 (8d10 + 2)
Speed 30 ft.
Mod Save
STR 16 +3 +6
DEX 16 +3 +6
CON 14 +2 +5
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 8 −1 −1
Vulnerabilities Fire
Resistances Psychic
Gear Cabbage Cutter
Senses Blindsight 60 ft; Passive Perception 12
Languages None
CR 6 (XP 2,300; PB +3)
Traits

Sun's Warmth. If hit with Radiant damage, they are healed the damage dealt and gain an additional trait. If they are dealt fire damage they do not gain this trait.

Energised. When dealt Radiant damage they gain this trait for one round. They gain and additional 1d8 Radiant damage to their attacks and are able to grow on size larger for this round. After this they will become lethargic unless they are given water.

Wilt. If Radiant damage is greater than half their hitpoints, they will become lethargic for a turn unless given water. 

 

Actions

Cabbage Cavalry. Once per battle if they are in Port/Fort Aguana they may call reinforcements. Up to 1d4 Cabbage Guards arrive in 1d4 rounds.

Multiattack. Cabbage guards can make 2 attack with Cabbage Cutter or Cabbage Toss.

Cabbage Cutter Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (2d6 + 3) [Slashing] damage.

Cabbage Toss. Ranged Weapon Attack: +6 to hit, range 30/40 ft., 1 target. Hit: 6 (1d8 + 3) [Bludgeoning] damage.

Bonus Actions

Bonus Action Cabbage Patch. Throws 1d4 seeds on the floor 5ft near it that will turn into Cabbage Guards next turn.

Reactions

Opportunity Attack. They can make an attack of opportunity

Description

A semi unfurled cabbage. These biologically and magically modified cabbages guard the assets of Bob Cabbage Senior.

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2025 3:49:19 PM
2
0
1
Coming Soon

Monster Tags: plant

kkmalay

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