Medium Plant, Chaotic Evil
AC 14 Natural Armor    Initiative +4 (14)
HP 27 (6d8)
Speed 20 ft.
Mod Save
STR 8 -1 -1
DEX 14 +2 +4
CON 10 +0 +0
Mod Save
INT 1 -5 -5
WIS 14 +2 +4
CHA 1 -5 -5
Skills Perception +4
Vulnerabilities Fire
Resistances Bludgeoning
Senses Blindsight 60 feet, Passive Perception 14
Languages None
CR 1 (XP 200; PB +2)
Traits

Mutant: When the plant is hit with a melee weapon, it must make a DC 10 Con saving throw or take 2 (1d4) poison damage

Actions

 

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 3 (1d8 -1) slashing damage.

 Poisoned Plant Dart. Ranged Weapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage plus 2(1d4) posion 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.

Description

a mutant plant (I can't get rid of the legendary and mythic action sections)

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.

user-198088157

Comments

Posts Quoted:
Reply
Clear All Quotes