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Nursery Crawler

Creature 3 — elemental, plant, wood

The vibrant elemental energy of the Plane of Wood imbues even the most rotten of fallen trees, empowering their remains to travel in search of the best locations for the next generation to put down roots. This mono-eyed, rotten stump launches seeds that begin to sprout the moment they're buried, whether in the ground or in a living creature's skin. At first glance, wood elementals might not seem to have the same destructive potential as their cousins from the Planes of Fire, Water, or Air, but

Source: rage-of-elements-bestiary

Perception +9
Skills deception +5, survival +9
Str
+4
Dex
+3
Con
+3
Int
-2
Wis
+1
Cha
+0
AC 18 Fort +6 Ref +4 Will +12
HP 48
Immunities bleed, paralyzed, sleep, poison
Weaknesses axe-vulnerability 5, fire 5
Speed 20 feet, climb 20 feet

Offense

Melee Root +9, Damage 1d8+4 bludgeoning
Ranged Seed +8, Damage 1d6+3 piercing

Abilities

Germinate (plant) — A creature hit by the nursery crawler's seed Strike must, on its turn, spend an Interact action to remove the seed; any seeds still implanted at the end of the creature's turn begin to sprout, dealing 1d6 persistent bleed damage and rendering the seeded creature Clumsy 1 and Off-Guard. Removing a seed after it's sprouted deals 1d4 piercing damage; removing it before it begins to sprout does no damage. Removed seeds that land in viable soil sprout immediately and grow into new saplings after 1 hour.

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