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.

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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.