Grasswhip
Read-only review
Grasswhip
Grasswhip
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.