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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.

          \I' I' l  -.; l> I.I(  C   \I()'\:> l c RS  \ N ll  N I' I : S
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