Using My Monsters

Monday, 2 February 2015

Triffid - CR 1/2 (Large Plant)

I have a fascination with carnivorous plants, and have grown them for many years. The first ever novel I ever read was John Wyndham's Day of the Triffids and as a child I obsessed about walking, stinging plants. So, in honor of those creepy beasts, here are my 5e stats for the titular monsters of that book; Triffidus flos draco, the Triffid.


Triffid (Triffidus flos draco)
Large Plant (Unaligned)
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Armour Class: 10
Hit Points
: 49 (9d10)
Speed 10' (Forestwalk)
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STR 12 (+1) DEX 10 (+0) CON 11 (+0) INT 3 (-4) WIS 11 (+0) CHA 4 (-3)
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Skills: Natural Appearance
Condition Immunities: Blinded (see Sound Blindness), Frightened, Poisoned,
Senses: Blindsight 120' (blind beyond this distance; see Sound Blindness), Tremorsense 10' ;Passive Perception: 10
Challenge: 1/2 (100 xp)
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Forestwalk: The Triffid ignores difficult terrain caused by trees, bushes or other natural features found in a forested area, even if they are not caused by nature.

Natural Appearance: The Triffid gains advantage on Dexterity (Stealth) checks to hide in forested surroundings

Sound Blindness: If deafened, the Triffid cannot use its Blindsight. If it takes Thunder damage, it must make a Constitution save (effects normal save D.C. Or 10 if no save detailed), or be blinded until the end of its next turn. It's tremorsense still functions normally when blinded in this manner.
 
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ACTIONS
 

Stinger: Melee weapon attack, Reach 15', +2 to hit, one target, Hit: 10 (2d8+1) slashing damage, and target is poisoned for 10 hours if they fail a D.C. 10 Constitution save. Poisoned creatures are allowed another saving throw at the end of every minute. If they fail three saving throws before they make one, they die. Whilst poisoned, the target is also blinded. If they failed their saving throw by 5+, they are also Paralysed whilst poisoned.

Roots: All creatures within 10' of the Triffid, that do not have Forestwalk and are in contact with the ground, must make a D.C. 11 Dexterity saving throw or be knocked prone. If they fail this save by 6+, they are stunned until the end of the Triffid's next turn. 

 Now the main thing to remember with Triffids, is that they won't
tolerate lime in their water. Give 'em lime, and they'll not only get
Chlorotic on you, they might just sting your face off.... 

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