At-Will Magic. The flowerfolk can cast entangle at will without expending material components.
Fey Resilience. The flowerfolk has advantage on saving throws against being charmed or frightened.
Photosynthesis. While in bright sunlight, the flowerfolk regains 2 hit points at the start of its turn if it has at least 1 hit point.
Vine Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13).
Bramblebow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be restrained by thorny vines. A restrained target can use its action to make a DC 13 Strength check, freeing itself on a success. The vines wither at the start of the flowerfolk’s next turn.
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 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
Folk that look like flowers. Use your imagination, mofo.
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.
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