Cactid

Large plant, unaligned

Armor Class

14 (natural armor)

Hit Points

76 (8d10 + 32)

Speed

5 ft.

STR

16 (+3)

DEX

8 (-1)

CON

18 (+4)

INT

7 (-2)

WIS

10 (+0)

CHA

9 (-1)

Damage Resistances

bludgeoning, piercing

Damage Vulnerabilities

fire

Condition Immunities

blinded, deafened

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

understands Sylvan, but can't speak

Challenge

3 (700 XP)

Hail of Needles (1/Day). When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw.

Actions

Multiattack. The cactid makes two attacks with its tendrils and uses Reel.

Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target’s body fluids; at the start of each of the target’s turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature’s hit point maximum is reduced by 3 (1d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.

Reel. Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid.

large
plant
cr3
tome-of-beasts