Grapplebramble

turquoise burdock plant

Large plant, unaligned

Armor Class 10

Hit Points 39 (6d10 + 6)

Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

Condition Immunities blinded, deafened, frightened

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages —

Challenge 1 (200 XP)

Burr Burst. When a creature makes a melee attack against the Grapplebramble, it must succeed on a DC 13 Dexterity saving throw or become stuck with 1d4 enchanted burrs. While a creature has these burrs attached, it experiences one of the following random effects until all burrs are removed. (Roll 1d4) Once removed, if the creature becomes stuck with more, roll again for a new effect.
1. Disorienting Whispers. The burrs emit faint, disorienting whispers that cause the target to become distracted. It has disadvantage on Wisdom saving throws.
2. Stinging Pain. The burrs cause intense pain, imposing disadvantage on the target's attack rolls.
3. Burning Burr. The burrs ignite, causing 2 (1d4) fire damage each. The effect is instantaneous, after which the burrs turn to ash and need no removal.
4. Frigid Shivers. The burr imparts an icy chill, causing the creature to have its speed halved until the end of its next turn unless resistant to cold damage.

Removing Burrs

Each burr requires an action to remove. When a burr is removed, the creature removing it experiences one of the following effects. (Roll 1d4)
1. Dizzying Daze. The removal of the burr leaves the creature momentarily dizzy, causing it to have disadvantage on attack rolls until the end of its next turn.
2. Thorny Retaliation. The burr's removal causes it to explode. The creature takes 2 (1d4) piercing damage.
3. Sticky Residue Removing the burr causes it to explode into a sticky mess, causing the creature to have disadvantage on Dexterity-based skill checks for 1 minute.
4. Pollen Sneeze. A release of pollen from the burr triggers an allergic reaction. The creature must succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn.

Actions

Vine Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.




Awakened Shrub

5e compatible shield

Small plant, unaligned

Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 0 (+0) 6 (-2)

Saving Throws 
Skills 
Damage Resistances piercing
Damage Immunities 
Condition Immunities 
Senses passive Perception 10
Languages one language known by its creator
Challenge 0 (10 XP)

False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) slashing damage. Anawakened shrub is an ordinary shrub given sentience and mobility by the ““ spell or similar magic.




Awakened Tree

5e compatible shield

Huge plant, unaligned

Armor Class 13 (natural armor)
Hit Points 59 (7d12 + 14)
Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)

Saving Throws 
Skills 
Damage Resistances bludgeoning, piercing
Damage Immunities 
Condition Immunities 
Senses passive Perception 10
Languages one language known by its creator
Challenge 2 (450 XP)

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Anawakened tree is an ordinary tree given sentience and mobility by the ““ spell or similar magic.




Shambling Mound

5e compatible shield

Large plant, unaligned

Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

Saving Throws 
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages --
Challenge 5 (1800 XP)

Lightning Absorption

. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.




Treant

5e compatible shield

Huge plant, chaotic good

Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

Saving Throws 
Skills 
Damage Resistances bludgeoning, piercing
Damage Immunities 
Condition Immunities 
Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5000 XP)

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The treant deals double damage to objects and structures.

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.




Violet Fungus

5e compatible shield

Medium plant, unaligned

Armor Class 5
Hit Points 18 (4d8)
Speed 5 ft.

STR DEX CON INT WIS CHA
3 (-4) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Saving Throws 
Skills 
Damage Resistances 
Damage Immunities 
Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages --
Challenge 44930 (50 XP)

False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.




Shrieker

5e compatible shield

Medium plant, unaligned

Armor Class 5
Hit Points 13 (3d8)
Speed 0 ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Saving Throws 
Skills 
Damage Resistances 
Damage Immunities 
Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
Languages --
Challenge 0 (10 XP)

False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Reactions

Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.




Fungi

fly agaric, mushrooms, red fly agaric mushrooms




Soil Serpent

monster carnivorous plant

Huge plant, chaotic evil

  • Armor Class 15 (natural armor)
  • Hit Points 133 (14d12 + 42)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 17 (+3) 12 (+1) 12 (+1) 7 (-2)
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 11
  • Languages understands Common
  • Challenge 5 (1,800 XP)

Ghoulish Spores (1/Day). The Soil Serpent targets one corpse of a humanoid within 10 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a plant ghoul or plant ghast, controlled by the Soil Serpent. The corpse stays animated for 1d6 + 1 weeks or until destroyed, and it can’t be animated again in this way. The Soil Serpent can create and control up to 1 plant ghast and 20 plant ghouls at a time and can communicate telepathically with them up to a mile away.

Actions

Multiattack. The Soil Serpent makes three attacks, using its Vine Smash to attempt to grapple, and once it grapples an opponent, it will use one of its attacks to bite a grappled target with advantage.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Vine Smash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 14 (2d8 + 5) bludgeoning damage at the start of each of its turns. The Soil Serpent can grapple up to two targets at a time. Another creature within reach of the Soil Serpent can use its action to end the grapple on the target.




Plant Ghoul

Medium plant, chaotic evil

  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 6 (-2) 8 (-1) 6 (-2)
  • Damage Vulnerabilities fire
  • Damage Resistances psychic
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Common
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than a plant, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.