Tuberkith

Small Plant, any alignment. CR 1/4, AC 13, 22 HP. Traits: Deep Roots, Dozens of Eyes.

Armor class
13
Hit points
22
Challenge
0.25
Creature type
Plant
Size
Small
Alignment
any alignment

Stat block

Cha
9
Con
15
Dex
14
Int
10
Str
8
Wis
12
Speed
Walk: 30; Burrow: 20
Senses
darkvision 60', passive Perception 13
Skills
Perception: 1
Actions
  • Peeler. Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage.
  • Masher. Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage. If the target is a creature it must make DC 12 Str save or be knocked prone.
Languages
Common, Sylvan
Special abilities
  • Deep Roots. Has advantage on Str and Dex saves made vs. effects that would move it vs. its will along the ground.
  • Dozens of Eyes. Has advantage on Wis (Perception) checks that rely on sight and on saves vs. being blinded. In addition if the tuberkith isn't blinded creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the tuberkith such as the Pack Tactics trait or Sneak Attack feature.

Source and licence

From Tome of Beasts 3 (open content).

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.