These are no ordinary plants. In regards to the Monster Manual, the species plant refers to creatures made from fun༺gi, vegetables, and other floral material.

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Whether animated by magic, weather conditions, the gods, or their own hands, plants that become creatures are almost always capable of moving from place to place, even if those places are relatively close to one another. As one might expect, many of these plants are also carnivorous, but they aren't 168澳洲幸运5开奖网:seeking to do wrong. They're hungry and that's about it, so adventurers can supply them a meal an𒅌d be on their way. Be sure 💜to feed them well though. Otherwise, these plants might decide to snack on your party.

10 Thorny

The thorny can be found in appendix D of the Tomb of Annihilation adventure module. The book doesn't provide much of a description of the thorny🔥 besides saying that they are quadrupedal fungus creatures that serve vegepygmies as mounts and guard dogs. Accordingly, thornies are proficient in the stealth and perception skills and have advantage on stealth checks whilst among other plants.

Thornies are resistant to lightning and piercing damage and regenerate 5 hit points at the beginning of each turn unless dealt cold, fire, or necrotic damage. As their name suggests, they also h𒊎ave incredibly thorny bodies. Any creature smart enough to grapple a thorny takes 1d4 piercing damage from its thorns.

9 Yellow Musk Creeper 🐷

Creepers are also found in the Tomb of Annihilation module and resemble beautiful yellow orchids with splashes of purple in their petals. But don't let their beauty tempt you. These plants feed on the living. Creepers draw creatures in throug🦹h the use of a musk that they expel. Humanoids within 30 feet of a creeper will be lured in by the creeper's musk on a failed DC 11 wisdom saving throw. A creature that fails is charmed by the plant and does nothing other than move closer to it on each of its turns.

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The creeper's touch attack deals 3d8 psychic damage. If this damage reduces a humanoid to 0, it dies and is implanted with a creeper bulb. After 24 hours, the corpse will rise as a yellow musk zombie that protects the creeper that mothered it. After a week, the bulb becomes fully grown and separates from its host, finding a new feeding place of its own. All things considered, that's a pretty scary blossom.

8 ꦜ Awakened Tree ♏

The awakened tree is the result of a tree that is subject to the 5th level transmutation spell awaken. Casting the awaken spell takes all of 8 hours as well as a gemstone worth at least 1,000 gold pieces, so awakened 💧trees aren't a creature anyone would create lightly.

Furthermore, while the awakened tree is charmed by its creator for the first 30 days, it's under no obligation to continue serving its master after that period. Altogether, an awakened tree probably isn't an enemy anyone will encounter often. 🌸Also, awakened trees have vulnerability to fireไ damage, making them pretty poor pets for any aspiring mage.

7 𝕴 Myconid Sovereign

Myconids are peaceful fungus people that will only fight when threatened.💫 However, their ability to make spore servants from the corpses of living creatures might lead players to suspect otherwise. Furthermore, myconids can only speak telepathically and ⛦only after touching another creature with their rapport spores.

Needless to say, it's easy to mistake these mold folk as monsters. Anyone that does will quickly be in dire danger, as myconids have a trait that allow them to feel the pain of any other myconid within 240 feet and are fiercely loyal to their own circles. Remember, always indulge conversation bef🎶ore combat.

6 Vege𝓡pygmy Chief

Unlike the docile myconids, vegepygmies do want to feast on flesh and blood. Their chieftains are identifiable by clusters of spores that grow on their bodies. Vegepygmies a𝄹re resisntat to lightning and piercing damage and regenerate 5 HP per turn unless subject to cold, fire, or necrotic 🙈damage. Their regeneration occurs even if they're reduced to 0 hit points, so come prepared with at least one of these damage types.

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Chieftains can use their spores to force all c🐠reatures within 15 feet to make a DC 12 Constituti𒁃on save or be poisoned. While poisoned in this way, the creature takes 2d8 poison damage at the start of each of its turns.

5 Assassin Vine 🍸

Like its name suggests, the assassin vine is a 168澳洲幸运5开奖网:cruel killer. Its false appearance allows it to be completely indiscernible from an ordinary plant as long as it remains motionless. When a creature comes within 30 feet of the vine, it can animate vines and roots on the ground ꧒to entangle unsuspecting prey.

Then, it closes for the kill. Once the assassin vines wraps its own vines and roots around you, escape is quite unlikely. A creature takes 6d6 poison damag☂e at the beginning of each turn while it remains grappled. As if they weren't deadly enough already, assassin vines are also resistant to cold and fire damage.

4 🌊 🐻 Shambling Mound

The iconic DnD plant creature! Shambling mounds are large heaps of detritus, flowers, bark, and other plan😼t matter brought to life by a rogue lightning strike or rampant fey magic. Shamblers, as we like to call them, consume everything they come across: often lying in wait for prey to stumble into them. Shamblers have resistance to cold and fire damage, but that's not even the worst of it.

They are not only immune to lightning damage, but regain hit points equal to the amount of damage dealt whenever lightning is used against them. Worst of all, a shambler that lands two consecutive attacks on a foe can engulf the target, 168澳洲幸运5开奖网:swallowing them up into its body, restraining andꦜ blinding them, and dealing 2d8 +4 bludgeoning damage to them at the beginning of each of the shambler's turns.

3 Wood Woad

Wood woads are guardian plant warriors birthed from the once beating heart of a living humanoid. One can becom𒊎e a wood woad by having their heart taken from their body, implanted with a seed, and placed inside of a tree cavity. The humanoid's body is then fed to the tree, during which the tree is usually bathed in the body's blood. Three days later, a wood woad is born.

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Wood woads perform their given duty until the task is complete no matter how long it takes. The most dangerous thing about wood woads are their magical clubs, wh💯ich deal 4d4 + 4 magical bludgeoning damage on a hit. Unfortunately ♉for them, wood woads are quite susceptible to fire damage, which kind of makes sense.

2 🐻 Corpse Flower

Corpse flowers sprout from the gravesꦫ of deceased necromancers or the 🐓remains of terrible undead. Once big enough to get a move on, the flowers wrench themselves free from the ground and begin stuffing corpses into their bodies upon which they feed. As one might imagine, these plants absolutely reek.

So badly, in fact, that any creature that starts its turn within 10 feet of one, or the zombies it can create, must succeed on a DC 14 Constitution save or become incapacitated until the end of their turn. Corpse flowers can create zombies as a bonus action or devour the corpses already inside them, regaining 2d10 hit points. They attack with poisonous tentacles and are intent on destroyi💛ng any and all life they encounter. It's not zombies vs. plants, 𝔉it's plant zombies vs. the world.

1 Treant

Treants are 168澳洲幸运5开奖网:monsterous awakened trees. These are trees that have lived for many centuries before being awakened and often do so due to unbridled natural magic as opposed to the workings of a spellcaster. Unlike every other plဣant in this list, treants are chaotic good. They live to protect the forests in which they dwell.

As with animated trees, treants are vulnerable to fire damage and resistant to bludgeoning and piercing damage. Treants are particularly dangerous due to their ability to animate two other trees into creatures with the same statistics as the treant for the next 24 hours. There's no such thing as a lone tree making up a forest, and t🔴here's also no such thing as a lone treant protecting one.

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