Armor Class
16
Wolf-in-Sheep's-Clothing
Medium Plant · Unaligned
Hit Points
112 (15d8 + 45)
Speed
Walk 20 ft., Climb 20 ft.
CR
7
Traits
False Appearance
If the wolf-in-sheep's-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wolf-in-sheep's-clothing move or act (except for the lure), that creature must succeed on a DC 18 Intelligence () check to discern that the wolf-in-sheep's-clothing is animate.
Actions
Multiattack
The wolf-in-sheep's-clothing makes one Bite attack and two Root Tentacle attacks.
Bite
Melee Weapon Attack +8 to hit, reach 5 ft., one target. 9 () Piercing damage plus 7 () Acid damage.
Root Tentacle
Melee Weapon Attack +8 to hit, reach 20 ft., one target. 8 () Bludgeoning damage, and if the target is a Medium or smaller creature, it has the condition (escape DC 16). While in this way, the target has the condition, and at the start of each of the wolf-in-sheep's-clothing's turns, the wolf-in-sheep's-clothing can pull the target up to 10 feet toward itself (no action required). The wolf-in-sheep's-clothing has four root tentacles, each of which can grapple one target.
Bonus Actions
Completely Harmless Lure
The wolf-in-sheep's-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep's-clothing, connected by nearly filament-like tendrils.