14 (natural armor)
27 (5d8 + 5)
walk 30 ft.
Perception +4, Stealth +3
lightning, piercing
darkvision 60 ft.
—
1
+2
The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.
At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage.