Huge Aberration, Chaotic Evil
Armor Class 15 (Natural Armor)
Hit Points: 161 (17d12+51)
Speed: 20 ft., burrow 40 ft.
STR 18/+4
DEX 14/+2
CON 16/+3
INT 13/+1
WIS 14/+2
CHA 8/-1
Damage Resistances: Bludgeoning, Piercing and Slashing From Nonmagical Attacks, Lightning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Petrified, Poisoned
Senses: Darkvision 60 ft., Tremorsense 90 ft., Passive Perception 12
Languages: Deep Speech, Terran
Challenge: 6
Proficiency Bonus: +3
False Appearance. While it remains prone and motionless, it is indistinguishable from a small cabbage patch, and can be walked on by other creatures.
Patch Ambush. Creatures that start the encounter against Farmer’s Nightmare while standing on its body are automatically surprised and moved within 5 feet of the Farmer’s Nightmare to a place of its choosing; these creatures must also make a DC 15 Dexterity saving throw, being knocked prone and taking 4d6 bludgeoning damage on a failed saving throw, or half as much and not being knocked prone on a successful one.
- Each time a creature moves out of Farmer’s Nightmare reach, they must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage on a failure.
- At initiative order 20, each creature within 5 feet of Farmer’s Nightmare must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage on a failure
- Nightmare’s melee attacks deal extra 2d6 piercing damage.
- If the Farmer’s Nightmare takes cold damage, Possessed Cabbages stop working until the end of its next turn.
Actions
- Multiattack. Farmer’s Nightmare makes two Toothy Cabbage attacks, or two Slam attacks
- Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage
- Toothy Cabbage. Ranged Weapon Attack: +8 to hit (2x proficiency bonus), range 60 ft., one target. Hit: 13 (2d10+2) bludgeoning damage plus 7 (2d6) piercing damage. This attack cannot be used if Farmer’s Nightmare took any cold damage since the end of its previous turn.
- Vegetable Minions. Farmer’s Nightmare takes out two cabbages from its body, and thus summons two allied Farmer’s Fearlings within 5 feet of itself that last for 1 minute. The Fearlings are summoned with only ½ of their maximum health if Nightmare took any cold damage since the end of its previous turn.