Cactid

Large Plant, unaligned

Armor Class 14 (natural armor)

Hit Points 76 (8d10+32)

Speed walk +5

Challenge 3

STR
16
+3
DEX
8
-1
CON
18
+4
INT
7
-2
WIS
10
+0
CHA
9
-1

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing

Condition Immunities blinded, deafened

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages understands Sylvan, but can't speak

Special Abilities

Hail of Needles (1/Day). When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw.

Actions

Multiattack. The cactid makes two attacks with its tendrils and uses Reel.

Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.

Reel. Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid.

Source: Tome of Beasts · OGL/Open