Large plant, unaligned
- Armor Class
- 6
- Hit Points
- 42 (5d10 + 15)
- Speed
- 5 ft.
- Challenge
- 4 (1,100 XP)
- Condition Immunities
- blinded; deafened
- Senses
- blindsight 60 ft. (can't see beyond this radius), passive Perception 10
Traits
If the horrid plant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid plant isn't an ordinary plant.
Actions
The horrid plant makes two Tendril attacks.
Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the horrid plant can't use the same tendril on another target. The horrid plant has two tendrils.
Bonus Actions
One creature grappled by the horrid plant must make a DC 13 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.