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Wind Witch 2014

CR 3 plant

Large plant, chaotic evil


Armor Class
13
Hit Points
66 (12d8+12)
Speed
30 ft., fly 60 ft.

STR6 (-2)
DEX16 (+3)
CON12 (+1)
INT6 (-2)
WIS11 (+0)
CHA8 (-1)

Saving Throws
Dexterity +5, Constitution +5
Skills
Perception +0
Resistances
bludgeoning, piercing
Condition Immunities
exhaustion, poisoned, prone
Senses
blindsight 60 ft., passive Perception 12
Languages
understands Common but can't speak
Challenge
3 (700 XP) · Proficiency Bonus +2

Cursed Plant.

If damage reduces it to 0 hp becomes inanimate tumbleweed and travels via wind. Regains 5 hp every hr regaining consciousness after the first. This doesn’t function if it took fire on same round it was reduced to 0 hp or if its body was destroyed.

Flammable.

When it takes fire damage catches fire taking 3 (1d6) fire at start of each of its turns. Burns until it takes cold or is immersed in water. Creature that touches wind witch or hits it with melee attack while within 5 ft. of it while it is burning takes 3 (1d6) fire. While burning deals extra 3 (1d6) fire on each melee attack and deals 7 (2d6) fire to a captured creature at start of its turn.

Tumbleweed Form.

Can enter hostile creature’s space and stop there.

Reactions

Bouncy Escape.

When it takes damage from a melee attack can move up to half its fly speed. This move doesn't provoke opportunity attacks. It releases a captured creature when it uses this.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details