Nepenthereal (5e Creature)

Nepenthereal

Small plant, unaligned


Armor Class 12 (natural armor)
Hit Points 30 (12d6 - 12)
Speed 20 ft.


STR DEX CON INT WIS CHA
3 (-4) 4 (-3) 8 (-1) 3 (-4) 5 (-3) 12 (+1)

Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities deafened, exhaustion
Senses blindsight 30 ft., passive Perception 7
Languages
Challenge 2 (450 XP)


Innate Spellcasting. The nepenthereal's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: silent image
3/day: fear

ACTIONS

Gaseous Pseudopods. Each creature within 15 feet that the nepenthereal chooses must make a successful DC 12 Constitution save or take 12 (4d4 + 2) poison damage and become frightened. Creatures that are already frightened make this save with disadvantage.

Pheromone Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) poison damage plus 3 (1d6) slashing damage.


Art by Jonathan Wojcik

A magically created and animated plant once used in religious and medicinal rituals by a tropical civilization, the nepenthereal has long since escaped into the wild and begun reproducing. It exudes a poisonous pheromone, which it can manipulate to form weak appendages or surprisingly detailed images and shapes. Although not directly carnivorous, the heads of prey are held in its body pouch, where they ferment and decay to produce nutrients which feed the nepenthereal.


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