canopener_
Lvl 3 pastry
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
- •Apples.
(Range 6) 2d8, then:
- •Crust.1d8
Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- •Awaken Forest!
(1 use) Awaken 3/hero tree minions.
- •Spiked Roots.
Everyone in difficult terrain takes 2d10+4 dmg.
- •Bear Hug.
Teleport 8, DC15 WILL save or charmed for 1 round (heroes can spend an action on their turn to try and resist it with the same save).
- •Claws.
3d10+12, advantage if target is charmed.
At 135HP immediately use Awaken forest and teleport 8.
Brasenia is dying! 100 more damage and she dies. Until then awaken a tree per hero after each of her turns.
Lvl 1/2 ingredient
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
All attacks made by adjacent food have an extra dmg die
- Melt.
The spaces around you become difficult terrain
Lvl 1 confectionery
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
Every creature in reach 1 has cover
- (2x) Slice.1d8
Lvl 11 large vile beast
- •Dragon's Breath.
(Cone 4) 1d10. On damage: smoldering.Then:
- •Ram's Charge.
Move 4 spaces in a straight line, 2d10 dmg. Then:
- •Lion's bite.
2d10. Advantage if smoldering.
Lvl 1 snack
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
When hit or when hit by it, taunt the other creature for 1 round.
- Launch.
(Range 10) 2d8
If eaten after death, gives 1d8 temp HP.
- Slam.1d8
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 4 pastry
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
Damage degrades Armor 1 step: Heavy » Medium » None.
When armour degrades. 1d8 dmg to the person who degraded it.
- Cream.3d8+3
Lvl 1 fey plant
False Fey ForestAppear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
While it is alive, moving through difficult terrain causes 1d4 damage to non-plants (can't miss).
- Briar cage.
DC10 STR save or grappled, while grappled you have full cover
Lvl 8 shapechanger
When a creature misses an attack against you, it instead hits it's closest ally.
Every turn, everyone's first attack against you has disadvantage.
- •Lure.
(Reach 6). DC 14 INT save. On fail: target moves 4 spaces in a direction of your choosing. Then:
- •CHOKE.2d10+5.
Double dmg if target moved adjacent to you this round.
Devious shapeshifters that take on the appearance of other humanoids, luring victims to their doom with mind reading and disguise.
Lvl 8 fey plant
False Fey ForestAppear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
Can teleport 8 spaces if it starts and ends adjacent to a plant.
Awaken 2 nearby trees into tree minions each round.
- •Charming.
DC14 WILL save or charmed for 1 round. Then:
- •Claws.2d10+10,
advantage against charmed creatures
Lvl 1 small fey plant
False Fey ForestAppear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- Claws.2d10
Lvl 4 fey plant
False Fey ForestAppear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- Claws.2d10+4
On hit: teleport itself or the hero to a tree within 6
Lvl 1/2 shadow
If light is shined on it, teleport to the nearest darkness in reach 12. If there is no darkness within 12 it dies.
- •Light snuff.
(Range 9) Snuff out light from a non-magical source. Then:
- •Shadow Touch.4d4
On hit: DC10 WILL save or blinded until the gloomveil dies
Gloomveils are creatures made of shadow who live in the darkness inside dungeons. No one has ever seen one as they dissipate the moment light is shined unto them, but they are known for killing oblivious adventurers, whose last sight is the gloomveil's eyes shining in the darkness
Lvl 3 small goblin
On death: all alies in 30 ft. Immediately attack for free.
- Pipes of ear hurt.
All enemies in 6 spaces DC11 WILL save or must spend action moving away from you.
Lvl 1 humanoid
+1d6 dmg for each adjacent guard.
- Stab.
(Reach 2) 1d6.
Lvl 4 humanoid
When allies are attacked, they immediately counterattack for free.
- •BAD FORM!
Give an ally advantage on all attacks for a round. OR:
- •Let me show you how it's done.
(if there are no alive allies that can be instructed) 2d6+20
Lvl 5 sweet
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
Vulnerable to fire, immune to ice
Attacks also daze the target
- •Cream.
(Reach 4) Ground becomes difficult terrain.
- •Cone.2d8
On damage: cover. When covered take 4d8 dmg at the start of your turn. You can only attack the ice cream, and your attacks cannot miss and ignore armour.
Lvl 3 small cookie
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
On death: transforms into 2 cookie minions
- •Slam.2d8
- •Expensive taste.
DC14 WILL save or 1d8 psychic dmg to all heroes in 3, half on success
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 4 large fey plant
False Fey ForestAppear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
All adjacent spaces are difficult terrain
- •Branching pull.
(range 6) DC14 STR save. Push/pull a creature 4 spaces, half on sucess
- •Shaking Roots.
(All adjacent creatures) DC12 DEX save, on fail 1d10 dmg and fall prone
Lvl 2 pastry
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
(Range 2) When damaged, all spaces become difficult terrain.
- Unroll.
DC11 DEX save or 2d8 to every creature in a 6 spaces long line
Lvl 7 magical ooze
Heal to max HP at the end of your turn
- Absorb and Reflect.
Everyone in Reach 3 takes dmg equal to the HP you've lost this round.
Created by ancient alchemists that have since died out, these slimes wander the underground dungeons, preying on monsters too stupid to understand it's healing and reflective abilities.
Lvl 2 confectionery
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
When near fire, attacks get an extra die.
- •Marshmallow.1d8.
On damage: restrained. Then:
- •Chocolate.
(Every creature in range 2) DC11 DEX save or 1d8 dmg
Lvl 2 excrement
Dealing damage to a bloodied or wounded creatures makes them Sick until they make camp or safe rest.
- Throw shit.
(Range 8). 2d6+5. On hit: taunt the target, AND on crit: blind the target until they spend an action cleaning up.
Found in sewers of big cities, they are usually animated by leftover magic or a fucked up wizard and a nightmare for heroes to fight.
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 4 pastry
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
On death: Everyione in range 3 DC12 DEX save or 2d8 dmg
- •Submerge.1d8
On hit: restrained (Escape DC12)
- •HOT burn.
(a restrained creature) 3d8+6
Lvl 2 confectionery
Awakened dessertsIf eaten after death, gives 1d8 temp HP.
(Reach 6) When walking through difficult terrain, must succed on DC11 DEX save or fall prone and take 1d8 dmg
Lvl 6 large fey plant
False Fey ForestAppear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
All adjacent spaces are difficult terrain.
- •Needles.
(All adjacent creatures) DC13 DEX save or 2d10 dmg, half on sucess.
- •Slam.3d10.
On damage: fall prone
Lvl 2 humanoid
All attacks on him have disadvantage and cannot have advantage.
- •Mind reading.
Give an ally advantage. Then:
- •Sword swallow.
1d8. On hit: swallow a weapon until end of combat.
Lvl 1 humanoid
Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.
First time you fall below 10HP, immediately move 6.
- Stab.
2d8. On damage: move 4.
Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.
All adjacent spaces are difficult terrain
- Slam.1d10
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
Lvl 3 medium wall
Looks like a normal wall.
Can end movement on same space as another creature.
- •Slither.
Move 4. Deal 1d8 to each creature you pass through. Then:
- •Engulf.
(if on the same space as another creature) DC 12 STR/DEX save. On success push 1, on fail 1d8 dmg and restrained.
Evolved to look just like dungeon walls, they feed on unsuspecting adventurers, ambushing them and dissolving them in acid, before sliding back into the wall, to wait for their next meal.