Groff

Large plant, Unaligned

Armor Class

13 (natural armor)

Hit Points

68 (8d10 + 24)

Speed

walk 30 ft., swim 30 ft.

Skills

Perception +3, Stealth +4

Senses

darkvision 60 ft.

Languages

Challenge

4

Proficiency Bonus

+2

False Appearance

If the groff is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the groff move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the groff isn't an ordinary moss-covered bog patch.

Hold Breath

The groff can hold its breath for up to 1 hour.

Actions

Multiattack

The groff makes one Bite attack and one Swamp Claw attack.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Swamp Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or become engulfed by the groff. While engulfed, the target can't breathe, is restrained, and takes 10 (3d6) poison damage at the start of each of its turns. When the groff moves, the engulfed target moves with it. The groff can have only one target engulfed at a time. An engulfed target can repeat the saving throw at the end of its turns. On a success, the target escapes and enters the nearest unoccupied space.