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Plantoid Commoner

Medium plant, unaligned

Armor Class 12 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 16 (+3)

Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened, exhaustion
Senses passive Perception 13
Languages telepathy 120 ft. (only with other plantoids)
Challenge 2 (450 XP)

Actions

  • Multiattack. The plantoid can use its Control and make up to two attacks with its tendrils.
  • Tendrils. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. If the target is a Medium or smaller creature, the target is grappled (escape DC 11). Until this grapple ends the creature is restrained, and the plantoid can’t use this tendrils on another target. The plantoid has two tendrils that it can attack with.
  • Control. Melee Weapon Attack: +3 to hit, reach 5 ft., one target grappled by the plantoid, incapacitated or restrained. Hit: 4 (1d6 + 1) piercing damage, and the creature must make a DC 12 Wisdom saving throw or be charmed by the plantoid for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The plantoid can communicate with the controlled creature telepathically to a distance of 30 feet. If the plantoid maintains contact with the creature it can attempt to exert control indefinitely after five successful Control attempts. The indefinitely controlled creature must repeat the Wisdom saving throw every 4 hours, ending the effect on itself after two consecutive successes. Creatures that remain under the control of the plantoid for longer than 5 days become mindless servitors permanently.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.