Huge plant, neutral evil
- Armor Class
- 16
- Hit Points
- 138 (12d12 + 60)
- Speed
- swim 10 ft., 10 ft., climb 10 ft.
- Challenge
- 7 (2,900 XP)
- Damage Vulnerabilities
- poison
- Condition Immunities
- blinded; charmed; exhaustion; frightened; prone
- Senses
- Blindsight 120 ft., passive Perception 12
- Languages
- telepathy 120 ft.
Traits
The plant can see through and communicate telepathically with any of its podlings within 10 miles of it. When the plant dies, its podlings also die.
If the plant dies, it revives with all its Hit Points in 1d10 days. This trait doesn't function if the plant is reduced to 0 Hit Points by Poison damage or its remains are sprinkled with salt.
Actions
The plant makes three Vine attacks. It can replace one attack with a use of Entrapping Pod.
Melee Attack Roll: +7, reach 20 ft. Hit: 17 (3d8 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four vines.
str DC 15, one Large or smaller creature the plant is grappling. The target is pulled into the plant's space, is no longer Grappled, and is trapped in the plant's pod. While trapped, the target has the Blinded and Paralyzed conditions, and it has Total Cover against attacks and other effects outside the pod. After 2d4 hours, the trapped target dies, and if it was a Humanoid, a Bodytaker Podling resembling it emerges from the pod.
A creature outside the pod and within 5 feet of the plant can take an action to make a DC 14 Strength (Athletics) check. On a successful check, the target is removed from the pod, falls in a space within 5 feet of the plant, and has the Prone condition. If the plant dies, the trapped target is no longer Blinded or Paralyzed and can escape from the pod using 5 feet of movement, exiting Prone.
Reactions
An attack roll hits the plant while a podling is within 5 feet of the plant. The plant halves the damage it takes from that attack, and the podling takes the other half of the damage.