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)
Damage Vulnerabilities
fire
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.