Pipilium (5e Creature)
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Small plant, unaligned
Saving Throws Constitution +3
Plant Camouflage. The Pipilium has advantage on Dexterity (Stealth) checks it makes in any terrain with obscuring plant life.
Regeneration. While in bright light as of the light spell or direct sunlight, the Pipilium regains 1 (1d2 - 1) hit point at the start of its turn. If the Pipilium takes fire or cold damage, this trait doesn't function at the start of the Pipilium's next turn.
Draining Seeds. The Pipilium fires draining seeds at one creature within 20ft. The target must make a DC 13 Dexterity saving throw. On a failed save the creature is afflicted with draining seeds that cause 1d2 damage at the beginning of their turn, the Pipilium regains hit points equal to that amount. At the end of the targets turn it can repeat the saving throw, ending the effect on a success. The effect ends if another creature is afflicted with Draining Seeds or the creature is over 60ft. away from the Pipilium.
Vine Lash. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 2 (1d4) piercing damage.
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. squat, bulky plant toad hybrids with large freely rotating eyes, four legs, and flowering growths, they 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.