Huge Plant, Typically Neutral
AC 15 (natural armor)    Initiative +1 (11)
HP 85 (9d12 + 5)
Speed 30 ft., Swim 30 ft.
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 16 +3 +3
Mod Save
INT 3 −4 −4
WIS 12 +1 +1
CHA 5 −3 −3
Skills Perception +4, Stealth +3
Resistances Lightning, Piercing
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages None
CR 3 (XP 700; PB +2)
Traits

Plant Camouflage. The blightcoil has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The blightcoil regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the blightcoil’s next turn. The blightcoil dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Toxic Crush: Any creature that starts its turn with the Grappled condition takes 3 (1d6) poison damage.

Actions

Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage.

Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14).

Description

If a snake dies from russet mold, the result is a bestial moldy called a blightcoil, instead of a bipedal vegepygmy. Blightcoils are less intelligent than other vegepygmies, but they are larger and more ferocious and have toxin covered bodies.

Habitat: ForestSwamp

JoshFank

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