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Serpent Root

Large plant, unaligned

15 (+2) 10 (+0) 16 (+3) 1 (-5) 10 (+0) 1 (-5)

Armor Class 10
Hit Points 119 (14d10 + 42)
Speed 0 ft.
Senses tremorsense 60 ft., passive Perception 10
Challenge 3 (700 XP)

Special Traits

  • Constrict. The serpent vine uses a bonus action to cause 5 (1d6 + 2) bludgeoning damage to all grappled creatures. The vine has 1 tendril for every 20 hit points, rounded down. It starts with 5 tendrils, then loses or regrows tendrils as it takes damage or regains hit points.
  • Vitality Drain (Recharge 5-6). The serpent root can use a bonus action to cause each creature within 10 feet of it to take 7 (2d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the vine is healed by an equal amount. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


  • Tendril Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target becomes grappled (escape DC 12, with disadvantage if grappled by 2 or more tendrils). The vine must have at least one free tendril to make an attack.


Serpent root does not display any sort of tactical acumen, and it simply grabs anyone close to it and attempts to kill them with its constricting tendrils. It will use its vitality drain as soon as it takes damage and whenever it can thereafter.


A dense patch of foliage grows thick with deep green flat-bladed leaves and clusters of knobby brown roots that spread through the immediate area. If a creature approaches, the roots shudder and begin to writhe, seeking out new prey. Serpent root seems to grow quickly. Failing to completely destroy even the smallest patch means it can spread out again and become a threat in mere days. Mature patches send out underground roots and new child-patches of serpent root can grow as far as 300 feet away from their parent.

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