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APPENDIX C: MONSTERS AND NPCs
This appendix details creatures and nonplayer char-
acters that are mentioned in this book and that don't
appear in the Monster Manual. That book's introduction
explains how to interpret a stat block.
Some of these creatures are also described in Tomb
of Annihilation, Vo/o's Guide to Monsters, and Princes
of the Apocalypse but are reproduced here for your
convenience.
The creatures are presented in alphabetical order.
AMPHISBAENA
Found in Danger at Dunwater, these strange reptiles
have a head at either end of their serpentine bodies,
each one equipped with venomous fangs. To move, an
amphisbaena uses one head to grip the neck of its other
head, forming a hoop that rolls over the ground.
ASSASSIN V I NE
An assassin vine is an ambulatory plant that collects its
fertilizer by grabbing and crushing prey and depositing
the carcasses near its roots. It usually stays put unless
it needs to seek out prey. A mature plant consists of a
main vine, about 20 feet long. Smaller vines up to 5 feet
long branch from the main vine every 6 inches. In late
summer, the secondary vines produce bunches of small
fruits that resemble wild grapes. The fruit is tough and ASSASSIN VINE
has a hearty but bitter flavor. Large plant, unaligned
A subterranean variant grows near hot springs, volca-
Armor Class 13 (natural armor)
nic vents, and other sources of heat. An assassin vine
Hit Points 85 (lOdlO + 30)
growing underground usually generates enough offal to
Speed 5 ft., climb 5 ft.
support a thriving colony of mushrooms and other fungi,
which spring up around the plant and help conceal it. STR DEX CON INT WIS CHA
18 (+4) 10 (+O) 16 (+3) 1 (- 5) 10 (+O) 1 (- 5)
AMPHISBAENA
Damage Resistances cold, fire
Medium monstrosity, unaligned
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Armor Class 14 Languages-
Hit Points 11 (2d8 + 2) Challenge 3 (700 XP)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA False Appearance. While the assassin vine remains motionless,
14 (+2) 18 (+4) 12 (+l) 3 (-4) 10 (+O) 3 (-4) it is indistinguishable from a normal plant.
Skills Perception +2 ACTIONS
Senses blindsight 10 ft., passive Perception 12 Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one
Languages - creature. Hit: The target takes 11 (2d6 + 4) bludgeoning dam-
Challenge 1/2 (100 XP) age, and it is grappled (escape DC 14). Until this grapple ends,
the target is restrained, and it takes 21 (6d6) poison damage
Two Heads. The amphisbaena has advantage on Wisdom at the start of each of its turns. The vine can constrict only one
(Perception) checks and on saving throws against being target at a time.
blinded, charmed, deafened, frightened, stunned, and knocked
unconscious. Entangling Vines. The assassin vine can animate normal vines
and roots on the ground in a 15-foot square within 30 feet of it.
ACTIONS These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on
Multiattack. The amphisbaena makes two bite attacks.
a DC 13 Strength saving throw or be restrained by entangling
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. vines and roots. A creature restrained by the plants can use its
Hit: 6 (ld4 + 4) piercing damage, and the target must make a action to make a DC 13 Strength (Athletics) check, freeing itself
DC 11 Constitution saving throw, taking 3 (ld6) poison damage on a successful check. The effect ends after 1 minute or when
on a failed save, or half as much damage on a successful one. the assassin vine dies or uses Entangling Vines again.
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