Page 218 - Monster Manual Expanded III Dragonix
P. 218

Wolf-in-Sheep's-Clothing
        At first glance, the wolf-in-sheep's-clothing appears nothing more
        than an old tree stump with a deep gash, with several exposed roots
        extending from its base. Often resting on top of its stump is a small
        creature, such as a furry mammal or bird. This appearance is all a
        ruse, however, as the wolf-in-sheep's-clothing is a vicious hunter. If
        inspected closely, one will notice that the deep gash, which is
        filled with rows of sharp poisonous thorns, is the creature's
        mouth. The wolf-in-sheep's-clothing uses its roots like
        tentacles to move and snatch prey.
          Create Lure. The wolf-in-sheep's-clothing has a unique
        trait that makes it a very successful ambush predator.
        It has a strange organ inside its body that it can push
        out on top of its 'head.' This organ can then transform
        and mimic a small creature that the wolf-in-sheep's-
        clothing has eaten. This mimic is then used as a lure,
        manipulated to move and twitch, in conjunction with
        the creature's Mimicry ability, to make it look alive in
        order to draw the attention of would-be prey. A few
        have become crafty enough to create small sleeping
        humanoids and place enticing items beside them to
        would-be robbers.
          Sinister Partners. The wolf-in-sheep's-clothing
        lives where it can blend in naturally with its
        surroundings and where prey is plentiful. Thus, it is
        often encountered in forests, swamps, and other areas
        where there is dense foliage and undergrowth. It is
        normally a solitary creature, but a few have been
        known to tolerate the presence of black duwendes,
        harpies, and tikbalangs. These creatures lure victims
        to the wolf-in-sheep's-clothing, which does the dirty
        work. Once the wolf-in-sheep's-clothing has fed, they
        carefully scoop up any valuable spoils that the wolf-
        in-sheep's-clothing discards. As long as they keep the
        wolf-in-sheep's-clothing fed, it leaves them alone.



         Wolf-in-Sheep's-Clothing                              attacks. If it is grappling with a creature, it can also use its Bite.

         Large plant, unaligned                                Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target it is
                                                               grappling with. Hit: 9 (2d6 + 2) piercing damage, and the target must
         Armor Class 11 (natural armor)                        succeed on a DC 13 Constitution saving throw or be poisoned for 1
         Hit Points 76 (9d10 + 27)                             minute.
         Speed 15 ft.
                                                               Root Tendril. Melee Weapon Attack: +5 to hit, reach 10 ft., one
                                                               creature. Hit: 7 (1d6 + 4) bludgeoning damage plus 2 (1d4) piercing
             STR           DEX           CON           INT           WIS           CHA   damage and if the target is Large or smaller creature, it is also
                16 (+3)        6 (-2)        16 (+3)        6 (-2)       12 (+1)         6 (-2)  grappled (escape DC 13) and pulled 5 feet toward the wolf-in-sheep's-
                                                               clothing.  Until this grapple ends, the target is restrained and the
         Damage Vulnerabilities fire                           wolf-in-sheep's-clothing can automatically hit the target with its root
         Damage Resistances bludgeoning, piercing              tendril.  The wolf-in-sheep's-clothing has seven root tendrils, each of
         Condition Immunities blinded, deafened, frightened    which can grapple only one target.
         Senses blindsight 60 ft. (blind beyond this radius), passive     Each root tendril can be attacked (AC 11; 15 hit points; immunity to
           Perception 11                                       poison and psychic damage). Destroying a tendril deals no damage
         Languages ---                                         to the wolf-in-sheep's-clothing, which can grow a replacement tendril
         Challenge 3 (700 XP)         Proficiency Bonus +2     after 24 hours.

                                                               Create Lure. The wolf-in-sheep's-clothing extends an organ from the
         False Appearance. While the wolf-in-sheep's-clothing remains   top of its body and alters the shape and appearance of this organ to
         motionless, it is indistinguishable from a normal tree stump.  that of a Small or smaller creature that it has eaten. This organ or
         Mimicry. The wolf-in-sheep's-clothing can mimic any sound it has   "lure," can't move from its position.  However, the wolf-in-sheep's-
         heard, including voices. A creature that hears the sounds can tell   clothing can manipulate the lure to make it look alive, as if it is
         they are imitations with a successful DC 14 Wisdom (Insight) check.  breathing, nodding, or waving. The lure's disguise isn't perfect and
                                                               will not hold up to physical inspection (glassy eyes, texture of skin
         Rooted. The wolf-in-sheep's-clothing has advantage on Strength and   feels rubbery, etc.)
         Dexterity saving throws made against effects that would pull, push,
                                                                 A creature can discern if the lure is real by using its action to inspect
         or knock it prone.
                                                               it and must succeed on a DC 13 Intelligence (Investigation) check.
         Actions                                               The creature must be within at least 15 feet of the lure to inspect it.
         Multiattack. The wolf-in-sheep's-clothing makes two Root Tendril

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