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
Damage Vulnerabilities
fire
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.