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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Cactid/

Cactid

Cactid

Large plant, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 76 (8d10+32)
  • Speed 5 ft.
  • STR
    16 (+3)
  • DEX
    8 (-1)
  • CON
    18 (+4)
  • INT
    7 (-2)
  • WIS
    10 (+0)
  • CHA
    9 (-1)
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages understands Sylvan, but can't speak
  • Challenge 3 (700 XP)
  • Hail of Needles (1/Day). When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw.

Actions

  • Multiattack. The cactid makes two attacks with its tendrils and uses Reel.
  • Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.
  • Reel. Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid.

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