Nepenthereal (5e Creature)

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Nepenthereal[edit]

Small plant, unaligned


Armor Class 12 (natural armor)
Hit Points 30 (12d6 - 12)
Speed 20 ft.


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

Damage Vulnerabilities fire
Damage Resistances poison
Condition Immunities deafened, exhaustion
Senses blindsight 30 ft., passive Perception 7
Languages
Challenge 2 (450 XP)


Innate Spellcasting. The nepenthereal's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: silent image
3/day: fear

ACTIONS

Gaseous Pseudopods. Each creature within 15 feet that the nepenthereal chooses must make a successful DC 12 Constitution saving throw or take 12 (4d4 + 2) poison damage and become frightened until the end of the target's next turn. Creatures that are already frightened make this save with disadvantage.

Pheromone Strike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (2d4) poison damage plus 3 (1d6) slashing damage.


nepenthereal.png
Art by Jonathan Wojcik

A magically created and animated plant once used in religious and medicinal rituals by a tropical civilization, the nepenthereal has long since escaped into the wild and begun reproducing. It exudes a poisonous pheromone, which it can manipulate to form weak appendages or surprisingly detailed images and shapes. Although not directly carnivorous, the heads of prey are held in its body pouch, where they ferment and decay to produce nutrients which feed the nepenthereal.


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