AC
12
Natural Armor
Initiative
+0 (10)
HP
79
(10d12 + 14)
Speed
| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 11 | +0 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 9 | −1 | −1 |
| CHA | 7 | −2 | −2 |
Vulnerabilities
Fire
Resistances
Bludgeoning, Piercing
Immunities
Poisoned
Senses
Passive Perception 10
Languages
None
CR
1 (XP 200; PB +2)
Traits
False Appearance. While motionless, it is indistinguishable from other, non-awakened piles of hops.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 14 (3d6 + 4) bludgeoning damage.
Dodge. The Awakened Pile of Hops can shift it's form to dodge.
Reactions
One of Many. When someone uses bludgeoning attacks against the Awakened Pile of Hops and it hits, the Awakened Pile of Hops shed 1d4 Awakened Hops.
Description
Found generally in brewery's, the Awakened Hops start as a small of medium pile of hops that once awakened will attempt to flee or fight with the single minded goal to escape the brewery.
Comments