Small plant, neutral
Armor Class: 16 (natural armor)
Hit Points: 31 (6d6 + 12)
Speed:
30 ft
, climb: 30 ft
Saving Throws: Con +4
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks, cold, poison, radiant
Condition Immunities: exhausted, frightened
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception
11
Languages: Understands those known by its master but can’t speak or write
Challenge Rating: 1
Bloodsucking Vines. Whenever the bloodless wanderer deals
slashing or piercing damage, it recovers hit points equal to the
damage dealt. This does not apply if the target is a construct.
Corpse Thief. When the wanderer is touching the corpse of a
beast or humanoid with a CR of 2 or less, it can use an action
to enter and animate the body like a puppet. While inside,
it gains temporary hit points equal to half the maximum hit
points of the dead creature. When these temporary hit points
are reduced to zero, the corpse is destroyed and the wanderer
is ejected. The wanderer can choose to leave as a bonus action.
Grim Mask. Melee attacks targeting the bloodless wanderer
are made with disadvantage. When a creature makes a melee
attack targeting it and misses, it takes 1d6 slashing damage.
Magic Resistance. The bloodless wanderer has advantage on
saving throws against spells and other magical effects.
Natural Visage. When the bloodless wanderer is still, it is
indistinguishable from an ordinary plant. The wanderer is
unimpeded by difficult terrain caused by plants, and can take
the Hide action as a bonus action. It can hide while only lightly
obscured.
Actions
Vine Lash. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 8 (1d10 + 3) slashing damage plus 5 (1d4 +3)
piercing damage.
Not all who have torn their hearts away in the Blackthorn
Grove survive their adventures. Some fall in battle, dying
before their quests have been completed. For many, this is the
end, but for some, it offers a new beginning. Each bloodless
wanderer is the blackthorn heart of one of these fallen heroes,
whose ambitions and desires were never fulfilled. The heart
tears itself from the chest of the fallen adventurer, seeking still
to fulfill its quest. They are intelligent and possessed of clear
purpose, but cannot speak or write. Many construct masks of
wood and decorate them to be reminiscent of the person who
they once lived within. All of them require blood to continue
to survive, and will feast upon the fallen, drinking deeply of
their still-fresh fluids.
As companions, they are wise and insightful, possessed
of much of the experiences of their former owners. They
are often referred to as spirits of the dead, though this is
not technically correct. They are plants, living and come
to life once more. They desire little more than to find new
companions who can assist them on their lifelong quest, but
are patient and capable of understanding the bigger picture
when required. The one thing that will cause a wanderer to
attempt disobedience is the sight of their killer. If a bloodless
wanderer is placed within a corpse, it can animate the body to
act and move, but it will still lack the ability to communicate
beyond gestures and cryptic behavior.