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

Ravenala

Ravenala

Large plant, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 126 (12d10+60)
  • Speed 30 ft.
  • STR
    20 (+5)
  • DEX
    10 (+0)
  • CON
    20 (+5)
  • INT
    12 (+1)
  • WIS
    16 (+3)
  • CHA
    12 (+1)
  • Saving Throws Wis +6, Cha +6
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities blinded, deafened
  • Senses passive Perception $1
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 5 (1,800 XP)
  • Magic Resistance. The ravenala has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:

    at will: entangle, sleep

    1/day each: heal, wall of thorns
  • Green Walk. The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement.

Actions

  • Multiattack. The ravenala makes two slam attacks or two bursting pod attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  • Bursting Pod. Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.
  • Lamenting Engulfment. The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala.

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