
Original generation · R21 Media Group
Wrackweed
Large plant, unaligned
Smuggler Bay is choked with kelp on purpose — a mat thick enough to foul a revenue cutter's screw is worth keeping, and the free companies keep it. Wrackweed is what grows in a kelp bed nobody is permitted to clear. It does not hunt so much as wait for the water above it to be disturbed, and it does not let go of what it takes down, because it has nowhere to take it.
Armor Class 15 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 5 ft., swim 30 ft.
- STR
- 16 (+3)
- DEX
- 8 (-1)
- CON
- 18 (+4)
- INT
- 1 (-5)
- WIS
- 10 (+0)
- CHA
- 3 (-4)
Skills Stealth +5
Damage Vulnerabilities fire
Condition Immunities blinded, deafened, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages —
Challenge 5
Traits
False Appearance. While the wrackweed remains motionless on the surface, it is indistinguishable from an ordinary mat of floating kelp.
Drowning Hold. A creature grappled by the wrackweed is held beneath the surface. At the start of each of its turns it must succeed on a DC 15 Constitution saving throw or be unable to hold its breath any longer and begin to suffocate. A creature reduced to 0 hit points while held under is stable but cannot regain consciousness until it is brought back to the surface.
Dead Weight. The wrackweed cannot be moved by any effect that would push, pull or slide it while any part of it is in water.
Actions
Multiattack. The wrackweed makes three tendril attacks.