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.