Dynaphyte (5e Creature)
From D&D Wiki
Small plant, unaligned
Damage Vulnerabilities fire
False Appearance. While the dynaphyte remains motionless, it is indistinguishable from a normal pitcher plant.
Grab. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and target is grappled (escape DC 13).
Spore Bomb. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 12 (3d6 + 2) fire damage plus 12 (3d6 + 2) thunder damage. Each creature within 20 feet of the target makes a DC 12 con Save, taking 5 (1d8 + 1) poison damage and becoming poisoned on a failed save, or taking half as much damage on a successful one. Creatures poisoned this way make this save at the start of their turn, taking 5 (1d8 + 1) poison damage on a failed save and ending the effect on a success.
This monster's soft, boneless body is kept largely hidden in its vase-like shell, employing its sticky, elastic arms to ensnare passing prey animals and drowning them in an internal enzyme pool. Larger creatures, especially those threatening the dynaphyte's safety, face the monster's spore-bombs if they fail to heed its siren-like warning cry. These bombs begin to mix their volatile chemicals the moment they are plucked from the inner lining of its shell, and detonate with deadly concussive force at the slightest impact. Even creatures surviving the initial blast may not stray far, as the spore scatters a thick cloud of radioactive dust many creatures find debilitatingly toxic. Though the dynaphyte may scavenge choice hunks of tissue from a detonated carcass, it leaves most of its kill to slowly decompose, attracting a steady stream of birds, rodents and other small prey.