Image promptlarge carnivorous plant disguised as a tree stump, thick bark-armored trunk splitting into a cavernous fanged maw, signature fleshy rabbit-like lure twitching on a stalk, long woody tentacles unfurling and grabbing a victim, reeling prey toward teeth, gloomy misty corrupted forest floor, mottled bark camouflage, pale grotesque lure against rot, ambush predator menace, wide tense composition, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Wolf-in-Sheep's-Clothing

Large Plant, Unaligned
CR 3
AC 14
HP 76 (9d10 + 27)
Speed 10 ft.
STR
18
+4
save +4
DEX
10
+0
save +0
CON
17
+3
save +3
INT
3
−4
save −4
WIS
12
+1
save +1
CHA
5
−3
save −3
Immunities Blinded, Deafened, Frightened
Senses Blindsight 60 ft. (blind beyond this radius); Passive Perception 11
Languages

Traits

False Appearance. While it remains motionless, it is indistinguishable from an ordinary tree stump. A DC 16 Intelligence (Nature) check reveals the truth.

Irresistible Lure. A rabbit-like, fleshy appendage protrudes from its trunk. A creature that can see this appendage and is within 30 feet must make a DC 13 Wisdom save when it starts its turn. Failure: The creature must spend at least half its movement that turn moving toward the appendage. A creature that succeeds on the save is immune for 24 hours.

This feature is rolled with Disadvantage for animals and creatures with Intelligence 6 or lower.

Actions

Multiattack. It makes one Tentacle attack and one Bite attack.

Tentacle. Melee Attack Roll: +6, reach 20 ft. Hit: 11 (2d6 + 4) Bludgeoning damage, and if the target is Large or smaller, it becomes Grappled (escape DC 14). It can hold only one creature Grappled at a time.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (2d8 + 4) Piercing damage. If the target is Grappled, this attack is made with Advantage and deals an extra 7 (2d6) Piercing damage.

Bonus Actions

Reel. It pulls a Grappled creature 15 feet toward itself.


How to Use

This is a classic "trap disguised as a monster" design. The sequence should go:

  1. The party moves through the forest. They see a stump. Nobody rolls (Passive Nature is usually below 16).
  2. Next to the stump, something small, plump, and rabbit-like twitches. It catches the Ranger's interest.
  3. The Irresistible Lure save — someone is forced to approach.
  4. The 20-foot reach Tentacle grabs them, Reel pulls them to the mouth, and Bite lands with Advantage plus extra damage.

There's potential for 32 damage in a single turn (Tentacle 11 + Bite 14+7) — enough to gut a Lv4 Rogue. But its HP isn't high and its Speed is 10 ft., so the party can fall back and fight from range. This is a fair trade-off.

Balance Note

Use Irresistible Lure carefully, since it restricts the player's movement. "Spend half your movement approaching" doesn't mean losing your turn — you can still attack. This is deliberate: it doesn't paralyze the player, it just pulls them into a bad position.