8
42 (5d10 + 15)
20 ft., climb 20 ft., swim 40 ft.
fire
acid, poison, psychic, slashing
blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
blindsight 60 ft. (blind beyond this radius)
-
1
The slither kelp can move through a space as narrow as 1 inch wide without squeezing.
While the slither kelp remains motionless, it is indistinguishable from a mound of kelp.
The slither kelp can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. The target is also grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and saving throws. The slither kelp can grapple up to three Medium or smaller targets.