Tendril Puppet

Medium plant, lawful neutral

Armor Class 13 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 30 ft.

16 (+3) 15 (+2) 18 (+4) 6 (-2) 6 (–2) 8 (–1)

Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands the languages of its vine lord but can’t speak
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Green Regeneration. While in a forest, the tendril puppet regains 5 hp at the start of its turn if it has at least 1 hp.
  • Root Mind. The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the tendril puppet can’t be surprised.
  • Magic Resistance. The tendril puppet has advantage on saving throws against spells and other magical effects.
  • Woodland Walk. Difficult terrain composed of nonmagical plants doesn’t cost the tendril puppet extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.


  • Thorned Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 5 (2d4) piercing damage.
  • Ball of Thorns. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 12 (4d4 + 2) piercing damage, and the ball bursts, scattering sharp thorns around the target. Each creature within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) piercing damage.


Moving in odd starts and jerks, these vegetal warriors have thin, green vines growing out from their empty eye sockets, mouth, and ears, and twining around their head, chest, and arms.

Plant Sentries. Tendril puppets mindlessly attack creatures that threaten their forest or jungle. They have no sense of self-preservation and always fight to the death.

Poor Vision. Tendril puppets see almost nothing beyond 30 feet away.

Root Mind. All tendril puppets are connected through a shared consciousness called the root mind; if one tendril puppet is aware of danger, all tendril puppets are aware of it. This includes recognizing foes who slew other tendril puppets or who are wanted by a vine lord, druid, or duskthorn dryad who commands them.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.

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