Grasping Tendrils. The plant can have up to 2 tendrils at a time. Each tendril can be attacked (AC 13, 10 hit points). Destroying a tendril deals no damage to the plant, which can extrude a replacement tendril on its next turn. A tendril can be broken if a creature uses its action and succeeds on a DC 13 Strength check against it. False Appearance. When the plant remains motionless, it looks like a normal plant.
Multiattack. The plant makes three melee attacks: one with its bite and two with its tendrils. Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Tendril. Melee Weapon Attack: +4 to hit, reach 30 ft., one target. Hit: The target takes 5 (1d6 + 2) bludgeoning damage and is grappled (escape DC 13). Until the grapple ends, the target is restrained. A tendril that is grappling a creature can pull the creature up to 20 feet straight toward it. Swallow. The plant makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the plant, and it takes 10 (3d6) acid damage at the start of each of the plant’s turns. The plant can have only one creature swallowed at a time. If the plant dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Entangle (Recharge 5-6). Grasping roots and vines sprout in a 15-foot-radius centered on the plant, withering after 1 minute. For the duration, the area is difficult terrain for non-plant creatures. In addition, each creature of the plant’s choice in the area must succeed on a DC 13 Strength saving throw or become restrained. A creature can use its action to make a DC 13 Strength check, freeing itself or another entangled creature within reach on success.