Choking Kelp

Huge or Gargantuan • Plant • Unaligned

Armor Class 7

Hit Points 68 (8d12 + 16)

Speed 0 ft., swim 10 ft.

Initiative -3 (7)

STRDEXCONINTWISCHA
14 (+2)4 (-3)12 (+1)1 (-5)1 (-5)1 (-5)

Damage Resistances bludgeoning; fire, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained

Senses blindsight 60 ft. (blind beyond), passive Perception 5

Languages

CR 2 (XP 450; PB +2)

A mass of vibrant green seaweed rising from the water, shaped like a spiraling wave mid-motion.

Amphibious. The kelp can breathe air and water.

False Appearance. If the kelp is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the kelp move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the kelp is animate.

Constricting. Dexterity Saving Throw: DC 12, a creature grappled by the kelp that starts its turn. Failure: The target becomes restrained (escape DC 12). While restrained this way, a creature can’t breathe, speak, or form verbal components. Additionally, it takes 7 (2d6) bludgeoning damage at the end of its turn.

Plant Mass. The kelp can occupy another creature's space and vice versa, and the kelp can move through any opening large enough for a Tiny plant. A creature inside the kelp’s space is heavily obscured by it.

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

ACTIONS

Vines. Melee Weapon Attack: +4, reach 15 feet. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12) and pulled into the space of the kelp.

Choking Kelp

Huge or Gargantuan • Plant • Unaligned

Armor Class 7

Hit Points 26 (4d12)

Speed 0 ft., swim 10 ft.

Initiative -3 (7)

STRDEXCONINTWISCHA
12 (+1)4 (-3)10 (+0)1 (-5)1 (-5)1 (-5)

Damage Resistances bludgeoning; fire, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained

Senses blindsight 60 ft. (blind beyond), passive Perception 5

Languages

CR 1/4 (XP 50; PB +2)

A mass of vibrant green seaweed rising from the water, shaped like a spiraling wave mid-motion.

Amphibious. The kelp can breathe air and water.

False Appearance. If the kelp is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the kelp move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the kelp is animate.

Constricting. Dexterity Saving Throw: DC 11, a creature grappled by the kelp that starts its turn. Failure: The target becomes restrained (escape DC 11). While restrained this way, a creature can’t breathe, speak, or form verbal components. Additionally, it takes 3 (1d6) bludgeoning damage at the end of its turn.

Plant Mass. The kelp can occupy another creature's space and vice versa, and the kelp can move through any opening large enough for a Tiny plant. A creature inside the kelp’s space is heavily obscured by it.

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

ACTIONS

Vines. Melee Weapon Attack: +3, reach 15 feet. Hit: 3 (1d4 + 1) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12) and pulled into the space of the kelp.

Choking Kelp

Huge or Gargantuan • Plant • Unaligned

Armor Class 7

Hit Points 102 (12d12 + 24)

Speed 0 ft., swim 10 ft.

Initiative -3 (7)

STRDEXCONINTWISCHA
16 (+3)4 (-3)14 (+2)1 (-5)1 (-5)1 (-5)

Damage Resistances bludgeoning; fire, poison

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained

Senses blindsight 60 ft. (blind beyond), passive Perception 5

Languages

CR 5 (XP 1,100; PB +3)

A mass of vibrant green seaweed rising from the water, shaped like a spiraling wave mid-motion.

Amphibious. The kelp can breathe air and water.

False Appearance. If the kelp is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the kelp move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the kelp is animate.

Constricting. Dexterity Saving Throw: DC 14, a creature grappled by the kelp that starts its turn. Failure: The target becomes restrained (escape DC 14). While restrained this way, a creature can’t breathe, speak, or form verbal components. Additionally, it takes 10 (3d6) bludgeoning damage at the end of its turn.

Plant Mass. The kelp can occupy another creature's space and vice versa, and the kelp can move through any opening large enough for a Tiny plant. A creature inside the kelp’s space is heavily obscured by it.

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

ACTIONS

Vines. Melee Weapon Attack: +6, reach 20 feet. Hit: 17 (4d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12) and pulled into the space of the kelp.

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.