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- Monster stats:
- Vine stalker: Medium humanoid plant (vine stalker) - Any alignment
- HP: 23 (5d8) +10 temporary
- AC: 12
- Speed: 30ft.
- STR 15 (+2) | DEX 14 (+2) | CON 14 (+2) | INT 10 (0) | WIS 12 (+1) | CHA 10 (0)
- Skills: Stealth+5
- Senses: passive perception 11
- Languages: Common, one language its original host knew in life
- CR: 1 (200 XP)
- Limited Regeneration — The vine stalker regains 10 HP at the start of each of its turns unless it starts its turn with 0 HP.
- Mana Shield — The vine stalker has an innate pool of 10 temporary HP; this pool returns to 10 after a short or long rest.
- Natural Camouflage — The vine stalker has advantage on Stealth checks while hiding in areas with heavy plant growth.
- Actions: Multiattack — The vine stalker makes two melee attacks; one with its slam (or an equipped weapon, if it has one), and one
- with its antimagic bite.
- Slam — +4 to hit, reach 5ft, one target; 1d4+2 bludgeoning damage
- Antimagic Bite — +4 to hit, reach 5ft, one target; 1d6+2 piercing damage and the vine stalker gains 2 temporary hit
- points.
- If the target is a spellcaster, it must make a DC 12 Constitution saving throw; on failure, roll a d4;
- the target must choose that many levels worth of spell slots to expend (for example, rolling a 2 means
- the target expends either a 2nd-level slot or two 1st-level slots). If the target only has spell slots
- remaining with more value than the result of the d4, they expend one of their choice. Either way, the
- vine stalker then gains temporary hit points equal to 5 times the number of spell slots expended, and may
- add them to an existing pool of temporary hit points instead of replacing them.
- Create Vine Stalker — (1/year) Targets an incapacitated humanoid within 5ft that has 0 HP. This humanoid is infested with
- magical vines that gradually overtake it; after two weeks, it rises as a vine stalker with limited
- memories (if any) of its previous life.
- If the vines are destroyed before the process completes, the target dies, but may be raised as
- usual. Once the target has become a vine stalker, only a Wish may return it to its previous state.
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- Player character stats:
- Vine stalkers are reclusive plant hybrids. Adept ambush predators with an innate connection to ambient magic, they tend to lurk in
- overgrown, magically charged areas, such as forests that border the Feywild. While prey tends to be more dangerous in such areas,
- vine stalkers can use their impressive regenerative abilities and magic-disrupting bites to survive encounters with particularly
- recalcitrant meals.
- Vine stalkers are unusual in that they are not born, but made. All vine stalkers begin life as other humanoids that are parasitized
- with a type of magical vine (generally by another vine stalker) moments before death. The plant swiftly grows, integrating itself
- with the entirety of the host's body and gaining sapience and mobility within two weeks. Little of the original host remains; some
- vine stalkers may retain faint memories or skills, such as a language or fragmentary knowledge of close friends or family, but
- little beyond that. Once a vine stalker has spread its vines to another humanoid, it generally takes upwards of a year before it
- can regrow enough to repeat the process.
- While some vine stalkers are content to remain alone in the wild places of the world, others choose to roam more openly, driven by
- circumstance, lingering memories, or just simple curiosity.
- Physical Description — Vine stalkers are humanoid in shape, but are shrouded in thick vines that obscure most of their features save
- for their large, fanged maws.
- Ability Score Changes — Your Strength increases by 2 and your Dexterity increases by 1.
- Age — As hybrids of plants and various humanoids, vine stalkers approach aging oddly. Vine stalkers may extend their lifespan by
- choosing to enter a state of dormancy; active vine stalkers live roughly as long as their host species, but dormant ones can
- remain so for decades without aging significantly.
- Alignment — Vine stalkers can be any alignment. Remaining echoes of their previous life might influence their outlook, but
- ultimately their philosophy is their own choice.
- Size — As vine stalkers were originally humanoids, they are often roughly the same size and weight as humans, though individuals
- made from different species may be larger or smaller (a Vine Stalker made from a half-orc is larger and heavier than one made
- from an elf). Regardless of exact measurements, your size is Medium.
- Speed — Your speed is 30 feet per round.
- Hybrid Nature — You count as a Plant in addition to a Humanoid when determining your creature type. Additionally, you cannot regain
- hit points from drinking potions (any other effects of potions still occur).
- Natural Camouflage — You are proficient in Stealth. In addition, you have advantage on Stealth checks when attempting to hide in
- areas with thick natural plant growth.
- Limited Regeneration — At the beginning of each of your turns in combat, you regain hit points equal to your character level. This
- trait does not function if you start your turn with 0 HP. When resting, you always regain hit points from
- spending hit dice as if you had rolled the maximum amount.
- Depending on your Dungeon Master's discretion, major injuries such as missing limbs may take anywhere from
- weeks to months to heal, or may be impossible to recover from without magical assistance.
- Mana Shield — You possess an innate ability to channel magical energy to bolster your resilience. When calculating your maximum hit
- points, do not add your Constitution modifier to your hit point total. Instead, you gain an innate pool of temporary
- hit points equal to your Constitution modifier times your character level (minimum of 1). After a short or long rest,
- your pool of temporary hit points returns to its base value.
- Bite — Your fanged maw is a natural weapon which you can use to make unarmed strikes. Your bite deals piercing damage equal to 1d6
- plus your Strength modifier instead of the normal damage for unarmed strikes.
- Magic Eater — In battle, you may tap into your ability to drain magical energies. As a bonus action, you may make a bite attack. If
- it hits, it deals damage as normal, you gain temporary hit points equal to your Constitution modifier (minimum of 1),
- and you can't use this trait again until after a short or long rest.
- If your target is a spellcaster, it must make a Constitution saving throw with a DC equal to 8 plus your Constitution
- modifier plus your Proficiency bonus. On a failed save, roll a d4; your target chooses that many levels' worth of spell
- slots to expend (for example, rolling a 2 means your target must expend either a 2nd-level spell slot or two 1st-level
- spell slots). If the target's only remaining spell slots are all of greater value than your roll, they expend one spell
- slot of their choice. You then gain temporary hit points equal to 5 times the total spell slots your target expended
- plus your Constitution modifier; you may add these temporary hit points to your current pool of temporary hit points
- instead of replacing it.
- Languages — You speak Common and one other language of your choice; this language might be one you learned, or one that you
- inherited from the humanoid that was your original host.
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- Unique Feat:
- Magic Devourer: You have honed your ability to devour magic such that it grows stronger as you gain experience. When determining how
- many spell slots you drain, at 5th level, roll 1d6; at 11th level, roll 1d8; and at 17th level, roll 1d10.
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