Large Plant (Burrowling), Unaligned
Armor Class 15 natural armor
Hit Points 95 (10d10 + 40)
Speed
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws STR +7, CON +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 6
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Burrow Ambusher. While burrowing underground it has advantage on attack rolls made against creatures touching the grounds when its emerges.

Root Network Awareness. the borrowing Root Horror can sense vibrations through the corrupted roots system. It automatically detects creatures touching the ground with in 60 feet

Exposed Core. When the Burrowing Root Horror uses Root Eruption, its glowing corruption core is exposed until the start of the next turn. Attack rolls made against it have advantage during this time.

Actions

Multiattack 

Root slam. Melee Weapon Attack: +4 to hit, reach 10 ft.,1 target. Hit: 13(2d8 + 4) [bludgeoning] damage.

if the target is large or smaller, it must succeed on a dc 15 strength saving throw or become grappled.

Root Eruption ( Recharge 5-6). The Burrowing Root Horror  violently erupts from the ground. creatures within 15 ft must make a dc 15 dex saving throw. Failure: 18(4d8) bludgeoning damage and knocked prone. Success: Half damage no prone.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

Enter a general description for your monster here.

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.

Barbose3

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