Grapplebramble
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.