Maneuvers. The thorny uses maneuvers (maneuver save DC 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
Plant Camouflage. The thorny has advantage on Stealth checks it makes in any terrain with ample obscuring plant life.
Regeneration. The thorny regains 5 health at the start of its turn. While the thorny is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 health and doesn’t regenerate.
Bite. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 8 (2d6 + 1) piercing damage.
As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.
You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.