Armor Class
13
Natural armor
Hit Points
24
(5d6)
Speed
25 ft.
STR
10
(+0)
DEX
8
(-1)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
8
(-1)
Skills
Deception +4
Damage Vulnerabilities
Fire
Damage Resistances
Piercing, Poison
Condition Immunities
Poisoned
Senses
Tremorsense 20 ft, Passive Perception 10
Languages
One language known by its creator
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
False Appearance. While the bush remains motionless, it is indistinguishable from a normal bush.
Actions
Rake. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8) slashing damage.
Dank Cloud (Recharge 6). The bush exhales noxious gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (4d4) poison damage on a failed save, or half as much damage on a successful one. Additionally, any creature caught in the cloud has disadvantage on its next attack role whether it failed its save or not.
Description
An awakened bush is the result of an awakened shrub being infused with further magic and forming a spiritual bond with a spell-caster.
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Posted Nov 14, 2020https://www.dndbeyond.com/classes/ranger#BeastMaster