Semi-sentient plant. Unaligned.
Armour class 11 Speed 5’ HD 8D8 + 8 HP: 48 (Each individual tendril 8 HP)
Str 16 (+3) Dex 15 (+2) Con 10 (+0) Int 5 (-3) Wis 4 (-3) Cha 5 (-3)
Skills: Perception +1, Stealth +3 (+5 in poor light)
Damage vulnerabilities: fire, lightning, acid
Damage resistance: cold, bludgeoning from nonmagical attacks.
Passive perception 10.
Attacks:
Tendril : melee attack +4 to hit 1D4-2 bludgeoning.
A successful attack has a chance of ensnaring the victim (ST vs Strength DC 12). Characters ensnared suffer a further HP damage per round, and are dragged towards the scummy heart of the tendrils, where they will drown in 3-9 rounds. Ensnared characters can again attempt to escape at disadvantage each round.
50 XP