Monster
Kupalué
Outside your table’s allowed sources
Official reference · ToA · 2014
- Creature type
- Plant
- Size
- Small
- Armor class
- 13 (natural armor)
- Hit points
- 9 (2d6 + 2)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/4
- Alignment
- Neutral
- Strength
- 7
- Dexterity
- 14
- Constitution
- 13
- Intelligence
- 6
- Wisdom
- 11
- Charisma
- 7
- Passive Perception
- 12
- Skills
- perception: +2; stealth: +4
- Senses
- darkvision 60 ft.
- Languages
- Vegepygmy
- Resistances
- lightning, piercing
Traits
Plant Camouflage
Kupalué has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration
Kupalué regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of Kupalué's next turn. Kupalué dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Sling
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.