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Grasswhip

Lore

These squid-like creatures are masters of disguise. They have little green tendrils sprouting from the top of their beaks, which sick out like grass when they bury themselves in sand. These tendrils are very sensitive—the moment they feel something, the Grasswhip sprouts from the ground and strangles its prey with its trunk-like tentacles.

Grasswhip

Large monstrosity, neutral

Armor Class 10 (22 to start. +2 per tentacle)
Hit Points 20
Speed 0 ft.
STR
18
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
8
(-1)
WIS
13
(+1)
CHA
10
(+0)
Saving Throws Strength +6, Constitution +5
Condition Immunities Blinded, Deafened
Senses passive Perception 11, tremorsense 30 ft.
Challenge 5 (1,800 XP)

Master of disguise. When buried, the Grasswhip appears like a patch of plant matter sticking out of the ground. Its camouflage can only be breached with a successful DC 18 Nature/Survival check.

Hydra rules, kind of. The Grasswhip has 6 tentacles, each with 20 hp, a reach of 30 ft, and an ac of 17. The Grasswhip’s body has 20 hp and a base ac of 10, with each active tentacle adding +2 (total of 22 to sart). Each time a tentacle is destroyed, it loses 2 ac, becoming easier to hit.

Actions

Multiattack. The Grasswhip has 6 tentacles, each with 20 hp. Each round, it can make 1 Tentacle attack per tentacle, until each one is destroyed.

Tentacle. Melee attack, range 30 ft, 1 target. Hit: +6 (1d10 + 4) bludgeoning damage. On a hit, the target must make a DC 14 Strength save or be grappled by the tentacle.

Slam (bonus action). Once per turn, right after the Grasswhip has successfully grappled a creature, it may slam them onto the ground, because it prefers to knock out its prey before it eats them. The target must make a DC 14 Dex save or take (6d6) bludgeoning damage, or half as much on a success.