Plant Ghast

lizardfolk hunter

Medium plant, chaotic evil

  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)
  • Damage Vulnerabilities fire
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Spore Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, 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.




Lizardfolk Plant Ghoul

lizardfolk hunter

Medium plant (lizardfolk), chaotic evil

  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 6 (-2) 8 (-1) 6 (-2)
  • Skills Perception +1, Stealth +4, Survival +3
  • Damage Vulnerabilities fire
  • Damage Resistances psychic
  • Condition Immunities charmed
  • Senses passive Perception 11
  • Languages understands Draconic
  • Challenge 1 (200 XP)

Actions

Multiattack. The Lizardfolk Plant Ghoul makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw. 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.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.