Tuberkith
Small Plant any alignment
- Armor Class: 13 (natural armor)
- Hit Points: 22 (4d6+8)
- Speed: walk 30 ft. burrow 20 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: Tome of Beasts 3, page 379
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
15 (+2) |
10 (+0) |
12 (+1) |
9 (-1) |
- Skills: perception +1
- Senses: darkvision 60', passive Perception 13
- Languages: Common, Sylvan
Special Abilities
- Deep Roots: Has advantage on Str and Dex saves made vs. effects that would move it vs. its will along the ground.
- Dozens of Eyes: Has advantage on Wis (Perception) checks that rely on sight and on saves vs. being blinded. In addition if the tuberkith isn't blinded creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the tuberkith such as the Pack Tactics trait or Sneak Attack feature.
Actions
- Peeler: Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage.
- Masher: Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage. If the target is a creature it must make DC 12 Str save or be knocked prone.
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