Large plant, Unaligned
| Armor Class | 6 |
|---|---|
| Hit Points | 42 (5d10 + 15) |
| Speed | 5 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 3 (-4) | 17 (+3) | 1 (-5) | 10 (+0) | 1 (-5) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | blinded; deafened |
| Senses | blindsight 60 ft. (can't see beyond this radius), passive Perception 10 |
| Languages | — |
| Challenge | 4 |
A horrid plant comes in one of three varieties (choose or roll a d6): 1-2, dew drinker; 3-4, purple blossom; or 5-6, snapper saw. This form determines certain traits in this stat block.
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.
The horrid plant makes two Tendril attacks.
Melee Attack Roll: +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.