Dangerous Nature
Lvl 2 reptile
When a player moves in or out of your reach, immedietly attack for free.
- •Bite.2d8.
On damage: Grapple
- •Clamping jaws.
(a grappled creature) 2d8+5
Lvl ? tiny plant
Amplify the effect of any potion it is mixed into.
- Scream of death.
(When pulled from ground). Set HP of all who can hear it to 0.
Rare plant that adventurers commonly search for all that will enhance whatever potions you may wantt. How good the enhancement is depends on how many hundreds of years old the mandrake is (and how OP you want to make it)
Lvl 6 large plant
When hit by lightning, regain 10 HP and an use of lightning blast instead.
- •Electric Tendril.
2d10. On damage: Also strikes the next closest creature to your target.
- •Lightning Blast.
(One time use) All creatures in reach 3 take 2d10 damage.
Lvl 3 plant
When hit by lightning, regain 10 Hp instead.
- Enveloping Tendrils.
2d10. On damage: Restrained. If a hero ends their turn restrained, they take 5 dmg
Lvl 1 small plant
When hit by lightning, regain 10 HP instead.
- Tendrils.
1d10. On hit: Reduce player's speed by 2 until killed.
Lvl 1 plant
If you end your turn adjacent, 1d8 poison damage
- •Pulling vine.
(Range 8) DC 12 STR save or pulls player 6 spaces
- •Protecting vines.
Pulls 4 allied creatures 8