Pipilium (5e Creature)

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Pipilium[edit]

Small plant, unaligned


Armor Class 14 (natural armor)
Hit Points 6 (1d6 + 3)
Speed 20 ft., swim 30 ft.


STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 16 (+3) 2 (-4) 13 (+1) 4 (-3)

Saving Throws Con +5
Skills Nature +0, Stealth +1
Damage Vulnerabilities cold, fire
Damage Immunities acid, poison
Condition Immunities poisoned, prone
Senses tremorsense 30 ft., passive Perception 11
Languages
Challenge 1/8 (25 XP)


Plant Camouflage. The pipilium has advantage on Dexterity (Stealth) checks it makes in any terrain with obscuring plant life.

Regeneration. While in bright light, the pipilium regains 2 (1d4) hit points at the start of its turn. If the pipilium takes cold or fire damage, this trait doesn't function at the start of the pipilium's next turn.

ACTIONS

Vine Lash. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 1 (1d4 - 1) piercing damage.

Draining Seeds. The pipilium fires draining seeds at one creature it can see within 20 feet of it. The target must succeed on a DC 13 Constitution saving throw or be seeded. A seeded creature takes 2 (1d4) necrotic damage at the start of each of its turns and the pipilium regains hit points equal to the necrotic damage dealt. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if another creature is seeded or the creature starts its turn further than 60 feet away from the pipilium.


The product of exiled alchemists attempting to develop the elixir of life, pipilites are attracted to alchemical sites from the smell of spell components. They can even sense the presence of a modestly sized lab from miles away. Pipilites are squat, bulky plant toad hybrids with large freely rotating eyes, four legs, and flowering growths and can eat for nutrients but usually photosynthesize. Pipilites are extremely sensitive to rapid temperature changes and seek shelter in their burrows when they feel the weather changing.

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