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).

Every licence notice Tavern Bag relies on.