Planthera
Medium • Plant • Neutral
Armor Class 16
Hit Points 71 (11d8 + 22)
Speed 50 ft., climb 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
