canopener_
- Apples.2d8 (Range 6)
- Crust.1d8
- 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.
BLOODIED: At 135HP immediately use Awaken forest and teleport 8.
LAST STAND: Brasenia is dying! 100 more damage and she dies. Until then awaken a tree per hero after each of her turns.
- Melt.The spaces around you become difficult terrain
- (2x) Slice.1d8
- Dragon's Breath.(Cone 4) 1d10. On damage: smoldering.
- Ram's Charge.Move 4 spaces in a straight line, 2d10 dmg.
- Lion's bite.2d10. Advantage if smoldering.
- Launch.(Range 10) 2d8
- Slam.1d8
- Bite.2d8. On damage: Grapple
- Clamping jaws.(a grappled creature) 2d8+5
- Cream.3d8+3
- Briar cage.DC10 STR save or grappled, while grappled you have full cover
- Charming.DC14 WILL save or charmed for 1 round
- Claws.2d10+10, advantage against charmed creatures
- Claws.2d10
- Claws.2d10+4 On hit: teleport itself or the hero to a tree within 6
- Light snuff.(Range 9) Snuff out light from a non-magical source
- 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
- Pipes of ear hurt.All enemies in 6 spaces DC11 WILL save or must spend action moving away from you.
- Stab.(Reach 2) 1d6.
- BAD FORM!Give an ally advantage on all attacks for a round.
- 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.
- Slam.2d8
- Expensive taste.DC14 WILL save or 1d8 psychic dmg to all heroes in 3, half on success
- 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)
- 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
- Unroll.DC11 DEX save or 2d8 to every creature in a 6 spaces long line
- 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.
- Marshmallow.1d8. On damage: restrained
- Chocolate.(Every creature in range 2) DC11 DEX save or 1d8 dmg
- 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.
- 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.
- Enveloping Tendrils.2d10. On damage: Restrained. If a hero ends their turn restrained, they take 5 dmg
- Tendrils.1d10. On hit: Reduce player's speed by 2 until killed.
- Submerge.1d8 On hit: restrained (Escape DC12)
- HOT burn.(a restrained creature) 3d8+6
- Needles.(All adjacent creatures) DC13 DEX save or 2d10 dmg, half on sucess.
- Slam.3d10. On damage: fall prone
- Mind reading.Give an ally advantage.
- Sword swallow.1d8. On hit, swallow a weapon until end of combat.
- Stab.2d8. On damage: move 4.
- Slam.1d10
- Pulling vine.(Range 8) DC 12 STR save or pulls player 6 spaces
- Protecting vines.Pulls 4 allied creatures 8
- Slither.Move 4. Deal 1d8 to each creature you pass through.
- 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.