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)

Damage Resistances

bludgeoning, piercing

Damage Vulnerabilities

fire, cold

Condition Immunities

blinded, deafened

Senses

, passive Perception 13

Saving Throws

Wis +6, Cha +4

Languages

Common, Druidic, Elvish, Sylvan

Challenge

5 (1800 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.

large
plant
cr5
tome-of-beasts