Vine Lord's Tendril Puppet
Medium Plant, lawful neutral. CR 2, AC 13, 34 HP. Traits: Poor Vision, Regeneration, Root Mind, Green Strider, Magic Resistance.
- Armor class
- 13
- Hit points
- 34
- Challenge
- 2
- Creature type
- Plant
- Size
- Medium
- Alignment
- lawful neutral
Stat block
- Cha
- 8
- Con
- 18
- Dex
- 12
- Int
- 6
- Str
- 16
- Wis
- 6
- Speed
- Walk: 30
- Senses
- blindsight 30 ft. (blind beyond this radius), passive Perception 8
- Skills
- Actions
- Assegai. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
- Hurl Thorns. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.
- Languages
- -
- Special abilities
- Poor Vision. Tendril puppets see almost nothing beyond 30 feet away.
- Regeneration. The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain.
- Root Mind. Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised.
- Green Strider. The tendril puppet ignores movement restrictions and damage caused by natural undergrowth.
- Magic Resistance. The tendril puppet has advantage on saving throws against spells and other magical effects.
- Condition immunities
- blinded, deafened
- Damage vulnerabilities
- fire
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).