AC 14 (natural armor)
HP 33 (6d8 + 12; bloodied 16)
Speed 20 ft., climb 20 ft.
Proficiency +2; Maneuver DC 12
Skills Stealth +4
Damage Resistances damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 12
Languages —
Luring Scent. When a beast, humanoid or fey creature begins its turn within 30 feet, the creature makes a DC 12 Constitution saving throw . On a failure, it moves as close as it can to the wallflower and ends its turn. Creatures immune to being charmed are immune to this effect. A creature that succeeds on the saving throw is immune to the Luring Scent of all wallflowers for 24 hours.
Spider Climb. The wallflower can use its climb speed even on difficult surfaces and upside down on ceilings.
ACTIONS
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the wallflower can’t attack a different target with its tentacles.
BONUS ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the grick. Hit: 9 (2d6 + 2) piercing damage.
Combat
The wallflower tries to attack with surprise, seizing its prey with its tendrils and attacking with its beak. It climbs to safety if it’s bloodied and not grappling a creature.
Some brightly-colored, mobile flowers use scent to attract prey. When a creature comes close, the flower splits into a tentacled, beaked horror. Grimlocks cultivate these wallflowers to guard their tunnel entrances, and they grow wild in faerie forests.
Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.