Venusaur (5e Creature)

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Medium plant, any alignment

Armor Class 17 (natural armor)
Hit Points 152 (16d8 + 80)
Speed 30 ft.

12 (+1) 14 (+2) 20 (+5) 14 (+2) 18 (+4) 12 (+1)

Saving Throws Int +5, Wis +7
Damage Vulnerabilities fire
Damage Resistances poison
Senses passive Perception 4
Languages Terran, understands Common but doesn't speak it
Challenge 6 (2,300 XP)

Innate Spellcasting (at will). The venusaur’s spellcasting ability is Wisdom (Spell Save DC 12). The venusaur can innately cast fog cloud, poison spray, thorn whip, entangle, spike growth, and false life without using any components.

Chlorophyll. While in bright sunlight, the venusaur has advantage on initiative checks and attack rolls.

Overgrow. While the venusaur is below 50 hit points, its Frenzy Plant attack automatically recharges at the beginning of its turns.


Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.

Solar Beam. Ranged Spell Attack: +7 to hit, range 60/180 ft., one target. Hit: 17 (3d8 + 4) radiant damage.

Frenzy Plant (Recharge 5-6). Ranged Spell Attack: +7 to hit, range 300 ft., one target. Hit: 31 (6d8 + 4) force damage.

A Venusaur Source

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