Spineweed Cluster

Spineweed Cluster (CR 1/4)

  • Tiny Plant
  • AC: 12
  • HP: 9 (2d4+4)
  • Speed: 0 ft.

STR 8 (-1) | DEX 12 (+1) | CON 12 (+1) | INT 1 (-5) | WIS 8 (-1) | CHA 3 (-4)

  • Damage Resistances: bludgeoning
  • Damage Vulnerabilities: fire
  • Senses: blindsight 30 ft., passive Perception 9
  • Languages: —
  • Challenge: 1/4 (50 XP)

Abilities:

  • False Appearance: While motionless, the plant is indistinguishable from regular desert flora.
  • Burst of Spines: When touched or stepped on, the spineweed releases its spines. All creatures within 5 feet must make a DC 10 Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much on a success.
  • Cluster Tactics: The spineweed's danger increases in numbers. For every 3 spineweeds within 10 feet of each other, their Burst of Spines damage increases by 1d6 (up to 5d6).

Actions:

  • Spine Spray: When triggered by movement or pressure, the spineweed sprays a 10-foot radius around it with spines. Any creature in the area must make a DC 10 Dexterity saving throw or take 1d6 piercing damage.