Ravenala

Large plant, Unaligned

Armor Class

15 (natural armor)

Hit Points

126 (12d10+60)

Speed

walk 30 ft.

Saves

Wis +6, Cha +4

Damage Resistances

bludgeoning, piercing

Damage Vulnerabilities

fire, cold

Condition Immunities

blinded, deafened

Languages

Common, Druidic, Elvish, Sylvan

Challenge

5

Magic Resistance

The ravenala has advantage on saving throws against spells and other magical effects.

Innate Spellcasting

The ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: • At will: entangle, sleep • 1/Day each: heal, wall of thorns

Green Walk

The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement.

Actions

Multiattack

The ravenala makes two slam attacks or two bursting pod attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Bursting Pod

Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.

Lamenting Engulfment

The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala.