Planthera

Medium • Plant • Neutral

Armor Class 16

Hit Points 71 (11d8 + 22)

Speed 50 ft., climb 40 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
16 (+3)17 (+3)15 (+2)6 (-2)16 (+3)8 (-1)

Saving Throws Dex +6

Skills Perception +6, Stealth +6

Damage Resistances poison

Senses darkvision 60 ft., passive Perception 16

Languages understands Elvish, Sylvan but can’t speak

CR 5 (XP 1,800; PB +3)

A large feline creature made of bark and vines, glowing with bright green energy.

Plant Camouflage. The planthera has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The planthera regains 10 hit points at the start of its turn. If the planthera takes fire or necrotic damage, this trait doesn't function at the start of the planthera's next turn.

Rejuvenation. If it dies, the planthera returns to life in 1d6 days and regains all its hit points. If its body has been burned completely to ashes, this trait doesn't function.

Unusual Nature. The planthera doesn't require air or sleep.

ACTIONS

Multiattack. The planthera makes one Pounce and one Rooting Claws attack.

Pounce. Melee Weapon Attack: +6, reach 5 ft. Hit: 14 (2d10 + 3) slashing damage. This attack deals an additional 2d10 damage if the planthera had advantage on the attack roll.

Rooting Claws. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Life Burst (1/Day). Each creature of the planthera's choice in a 15-foot emanation originating from it regains 16 (3d10) hit points.

BONUS ACTIONS

Prowl. The planthera moves up to half its speed without provoking opportunity attacks. At the end of this movement, the planthera can take the Hide action.

Planthera

Medium • Plant • Neutral

Armor Class 15

Hit Points 33 (6d8 + 6)

Speed 50 ft., climb 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
14 (+2)15 (+2)13 (+1)6 (-2)14 (+2)8 (-1)

Saving Throws Dex +6

Skills Perception +6, Stealth +6

Damage Resistances poison

Senses darkvision 60 ft., passive Perception 16

Languages understands Elvish, Sylvan but can’t speak

CR 2 (XP 450; PB +2)

A large feline creature made of bark and vines, glowing with bright green energy.

Plant Camouflage. The planthera has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The planthera regains 5 hit points at the start of its turn. If the planthera takes fire or necrotic damage, this trait doesn't function at the start of the planthera's next turn.

Rejuvenation. If it dies, the planthera returns to life in 1d6 days and regains all its hit points. If its body has been burned completely to ashes, this trait doesn't function.

Unusual Nature. The planthera doesn't require air or sleep.

ACTIONS

Multiattack. The planthera makes one Pounce and one Rooting Claws attack.

Pounce. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (1d10 + 2) slashing damage. This attack deals an additional 1d10 damage if the planthera had advantage on the attack roll.

Rooting Claws. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Life Burst (1/Day). Each creature of the planthera's choice in a 10-foot emanation originating from it regains 9 (2d8) hit points.

BONUS ACTIONS

Prowl. The planthera moves up to half its speed without provoking opportunity attacks. At the end of this movement, the planthera can take the Hide action.

Planthera

Medium • Plant • Neutral

Armor Class 17

Hit Points 97 (13d8 + 39)

Speed 50 ft., climb 40 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
18 (+4)19 (+4)17 (+3)6 (-2)18 (+4)8 (-1)

Saving Throws Dex +6

Skills Perception +6, Stealth +6

Damage Resistances poison

Condition Immunities exhaustion, stunned, unconscious

Senses darkvision 60 ft., passive Perception 16

Languages understands Elvish, Sylvan but can’t speak

CR 8 (XP 3,900; PB +3)

A large feline creature made of bark and vines, glowing with bright green energy.

Plant Camouflage. The planthera has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.

Regeneration. The planthera regains 15 hit points at the start of its turn. If the planthera takes fire or necrotic damage, this trait doesn't function at the start of the planthera's next turn.

Rejuvenation. If it dies, the planthera returns to life in 1d6 days and regains all its hit points. If its body has been burned completely to ashes, this trait doesn't function.

Unusual Nature. The planthera doesn't require air or sleep.

ACTIONS

Multiattack. The planthera makes one Pounce and one Rooting Claws attack.

Pounce. Melee Weapon Attack: +7, reach 5 ft. Hit: 20 (3d10 + 4) slashing damage. This attack deals an additional 3d10 damage if the planthera had advantage on the attack roll.

Rooting Claws. Melee Weapon Attack: +7, reach 5 ft. Hit: 17 (3d8 + 4) slashing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Life Burst (2/Day). Each creature of the planthera's choice in a 15-foot emanation originating from it regains 26 (4d12) hit points.

BONUS ACTIONS

Prowl. The planthera moves up to half its speed without provoking opportunity attacks. At the end of this movement, the planthera can take the Hide action.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.