Vine Lord's Tendril Puppet
Vine Lord's Tendril Puppet
Medium plant, lawful neutral
- Armor Class 13 (studded leather armor)
- Hit Points 34 (4d8+16)
- Speed 30 ft.
- STR
16 (+3) - DEX
12 (+1) - CON
18 (+4) - INT
6 (-2) - WIS
6 (-2) - CHA
8 (-1)
- Condition Immunities blinded, deafened
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 2 (450 XP)
- 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.
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.