Large plant, unaligned

Armor Class 14 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 15 ft.

16 (+3) 8 (-1) 18 (+4) 5 (-3) 10 (+0) 9 (-1)

Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
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)
Proficiency Bonus +2


  • Multiattack. The cactid makes two Tendril attacks 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 the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and if it isn’t a Construct or Undead, the cactid begins draining fluid from the target’s body. At the start of each of the grappled creature’s turns, the creature must make a DC 13 Constitution saving throw. On a failure, its hp maximum is reduced by 3 (1d6). This reduction lasts until the creature finishes a long rest after drinking at least one gallon of water. The grappled creature dies if this effect reduces its hp maximum to 0. The cactid has two tendrils, each of which can grapple only one target.
  • Reel. The cactid pulls each creature grappled by it up to 10 feet straight toward it.


  • Hail of Needles (1/Day). When reduced to below half its hp maximum, the cactid releases a hail of needles. Each creature within 15 feet of the cactid must make a DC 14 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one.


Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. Its tendrils reach out, seeking prey.

Needled Sentients. Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles.

Drain Fluids. In addition to gathering water, a cactid’s tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid’s spines siphon off the victim’s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid’s greatest treasure is the water stored within its flesh. A slain cactid’s body yields up to four gallons of water.

Slow Packs. Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, and they often congregate in stands or travel together in a pack to better hunting grounds.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

This is not the complete section 15 entry - see the full license for this page