STR 18 (+4) | DEX 16 (+3) | CON 14 (+2) | INT 1 (-5) | WIS 12 (+1) | CHA 3 (-4)
Damage Resistances: piercing, slashing
Damage Vulnerabilities: fire
Senses: tremorsense 60 ft., passive Perception 11
Languages: —
Challenge: 6 (2,300 XP)
Abilities:
False Appearance: The Tumblethorn is indistinguishable from an ordinary tumbleweed while motionless.
Roll Strike: The Tumblethorn can move up to 40 feet in a straight line, rolling over creatures in its path. Each creature must make a DC 15 Dexterity saving throw or take 3d8+4 bludgeoning damage and be knocked prone.
Thorny Entanglement: A creature that starts its turn within 10 feet of the Tumblethorn must make a DC 14 Strength saving throw or be restrained as thorny tendrils wrap around them. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack: The Tumblethorn makes two attacks with its thorn lashes or one attack with its Roll Strike.
Actions:
Thorn Lash: Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 2d10+4 piercing damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Tumblethorn can’t lash another target.
Rolling Barrage (Recharge 5-6): The Tumblethorn rolls rapidly in a 20-foot radius. All creatures within that radius must make a DC 15 Dexterity saving throw, taking 6d6 bludgeoning damage on a failed save, or half as much on a success.
Legendary Actions (Optional for CR 7):
Vine Whip (Costs 2 Actions): The Tumblethorn can make one Thorn Lash attack as a legendary action at the end of another creature's turn.
Erupting Spines (Costs 3 Actions): As a reaction, when a creature misses an attack against the Tumblethorn, it releases a burst of spines in a 10-foot radius. Creatures in the area must make a DC 14 Dexterity saving throw or take 3d6 piercing damage.