Hallowed Reed

Hallowed Reed

Medium celestial, neutral good
  • Armor Class 13 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 10 ft.
  • STR
    14 (+2)
  • DEX
    10 (+0)
  • CON
    10 (+0)
  • INT
    7 (-2)
  • WIS
    14 (+2)
  • CHA
    10 (+0)
  • Skills Perception +4
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities radiant
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14
  • Languages -
  • Challenge 1/2 (100 XP)
  • Like Calls to Like. The hallowed reed knows if a creature within 30 feet of it is good-aligned or not.
  • Limited Telepathy. Using telepathy, a hallowed reed can magically communicate with any other good-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words.
  • Rebirth. If a hallowed reed is slain, a new patch of hallowed reeds will grow in the same spot starting within a week of its death. Charring or salting the ground where a hallowed reed was slain prevents this resurgence.

Actions

  • Searing Grasp. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 4 (1d4 + 2) radiant damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, it takes 2 (1d4) radiant damage at the start of each of its turns, and the hallowed reed can't grasp another target. Undead and fiends have disadvantage on ability checks made to escape the grapple.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.