Rott Grass (5e Creature)

Rott Grass

Small plant, unaligned


Armor Class 12 (natural armor)
Hit Points 11 (2d6 + 4)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 3 (-4) 12 (+1) 12 (+1)

Saving Throws Str +5, Con +4
Damage Vulnerabilities fire, slashing
Damage Resistances necrotic
Condition Immunities blinded, charmed, petrified
Senses blindsight 15 ft. (blind beyond this radius), passive Perception 11
Languages
Challenge 1 (200 XP)


Adhesive. The grass adheres to anything that touches it. A Huge or smaller creature adhered to the grass is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance. While the grass remains motionless, it is indistinguishable from a patch of dead grass.

ACTIONS

Needles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Rott grass live in open planes in the middle of the forests. Originating from Feywild you may find them close to portals leading there. They wait for animals or travelers to mistakingly step on them in which point many rott grass attack at once.


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gollark: `tostring` works fine for bool to string conversion.
gollark: Many higher-level languages don't specify stuff like that, making them at least abstractly Turing-complete, but assembly/machine code languages *do*.
gollark: Okay.
gollark: This isn't a paradox. It can't simulate arbitrarily large CGoL grids.
gollark: Nope! Many languages, abstractly speaking, *don't* have limited memory. Their implementations might, though.
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