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canopener_

Made with love:.If eaten after death, gives 1d8 temp HP.
ACTIONS:
  • Apples.2d8 (Range 6)
  • Crust.1d8
Level 10 Solo fey plant
M275
INT/WILL++
Deceptive veil.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.
Treestride.Can teleport 8 spaces if it starts and ends adjacent to a plant.
ACTIONS: After each hero's turn, choose one:
  • 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.

Lvl 1/2 ingredient

Awakened desserts
15
Made with love:.If eaten after death, gives 1d8 temp HP.
Flavour Enhancer.All attacks made by adjacent food have an extra dmg die
ACTIONS:
  • Melt.The spaces around you become difficult terrain

Lvl 1 confectionery

Awakened desserts
20
Made with love:.If eaten after death, gives 1d8 temp HP.
Bright candles.Every creature in reach 1 has cover
ACTIONS:
  • (2x) Slice.1d8

Lvl 11 large vile beast

10130
ACTIONS:
  • 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.
Made with love:.If eaten after death, gives 1d8 temp HP.
Addicting.When hit or when hit by it, taunt the other creature for 1 round.
ACTIONS:
  • Launch.(Range 10) 2d8

Lvl 1/4 small biscuit

Awakened desserts
1
Made with love:.If eaten after death, gives 1d8 temp HP.
ACTIONS:
  • Slam.1d8

Lvl 2 reptile

M25
Lurking predator.When a player moves in or out of your reach, immedietly attack for free.
ACTIONS: Choose one:
  • Bite.2d8. On damage: Grapple
  • Clamping jaws.(a grappled creature) 2d8+5
Made with love:.If eaten after death, gives 1d8 temp HP.
Caramelized Sugar.Damage degrades Armor 1 step: Heavy » Medium » None.
Caramel Chunks.When armour degrades. 1d8 dmg to the person who degraded it.
ACTIONS:
  • Cream.3d8+3
Deceptive veil.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.
Spiked Roots.While it is alive, moving through difficult terrain causes 1d4 damage to non-plants (can't miss).
ACTIONS:
  • Briar cage.DC10 STR save or grappled, while grappled you have full cover

Lvl 8 fey plant

False Fey Forest
90
Deceptive veil.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.
Treestride.Can teleport 8 spaces if it starts and ends adjacent to a plant.
Awaken forest!Awaken 2 nearby trees into tree minions each round.
ACTIONS:
  • Charming.DC14 WILL save or charmed for 1 round
  • Claws.2d10+10, advantage against charmed creatures

Lvl 1 small fey plant

False Fey Forest
25
Deceptive veil.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.
Treestride.Can teleport 8 spaces if it starts and ends adjacent to a plant.
ACTIONS:
  • Claws.2d10
Deceptive veil.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.
Treestride.Can teleport 8 spaces if it starts and ends adjacent to a plant.
ACTIONS:
  • Claws.2d10+4 On hit: teleport itself or the hero to a tree within 6

Lvl 1/2 shadow

15
Shadow Stalk.If light is shined on it, teleport to the nearest darkness in reach 12. If there is no darkness within 12 it dies.
ACTIONS:
  • 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

Lvl 3 small goblin

40
Finally silence.On death: all alies in 30 ft. Immediately attack for free.
ACTIONS:
  • Pipes of ear hurt.All enemies in 6 spaces DC11 WILL save or must spend action moving away from you.

Lvl 1 humanoid

M20
Strength in numbers.+1d6 dmg for each adjacent guard.
ACTIONS:
  • Stab.(Reach 2) 1d6.

Lvl 4 humanoid

50
ATTACK!When allies are attacked, they immediately counterattack for free.
ACTIONS:
  • BAD FORM!Give an ally advantage on all attacks for a round.
Made with love:.If eaten after death, gives 1d8 temp HP.
Frozen.Vulnerable to fire, immune to ice
Brain freeze.Attacks also daze the target
ACTIONS: Choose one.
  • 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 desserts
40
Made with love:.If eaten after death, gives 1d8 temp HP.
2 cookies.On death: transforms into 2 cookie minions
ACTIONS: Choose one.
  • Slam.2d8
  • Expensive taste.DC14 WILL save or 1d8 psychic dmg to all heroes in 3, half on success

Lvl ? tiny plant

1
Potion enhancer.Amplify the effect of any potion it is mixed into.
ACTIONS:
  • 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 Forest
H530
Deceptive veil.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.
Grasping Roots.All adjacent spaces are difficult terrain
ACTIONS: Choose one.
  • 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
Made with love:.If eaten after death, gives 1d8 temp HP.
Raisins.(Range 2) When damaged, all spaces become difficult terrain.
ACTIONS:
  • Unroll.DC11 DEX save or 2d8 to every creature in a 6 spaces long line

Lvl 7 magical ooze

840
Regenerative Runes.Heal to max HP at the end of your turn
ACTIONS:
  • 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 desserts
35
Made with love:.If eaten after death, gives 1d8 temp HP.
Better hot.When near fire, attacks get an extra die.
ACTIONS:
  • Marshmallow.1d8. On damage: restrained
  • Chocolate.(Every creature in range 2) DC11 DEX save or 1d8 dmg

Lvl 2 excrement

35
Filthy.Dealing damage to a bloodied or wounded creatures makes them sick until they make camp or safe rest. [Sick: Roll HD with disadvantage.]
ACTIONS:
  • 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

M50
Lightning Absorption.When hit by lightning, regain 10 HP and an use of lightning blast instead.
ACTIONS: Choose one:
  • 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

M30
Lightning Affinity.When hit by lightning, regain 10 Hp instead.
ACTIONS:
  • Enveloping Tendrils.2d10. On damage: Restrained. If a hero ends their turn restrained, they take 5 dmg

Lvl 1 small plant

25
Lightning Affinity.When hit by lightning, regain 10 HP instead.
ACTIONS:
  • Tendrils.1d10. On hit: Reduce player's speed by 2 until killed.
Made with love:.If eaten after death, gives 1d8 temp HP.
Chocolate spill.On death: Everyione in range 3 DC12 DEX save or 2d8 dmg
ACTIONS: Choose one:
  • Submerge.1d8 On hit: restrained (Escape DC12)
  • HOT burn.(a restrained creature) 3d8+6

Lvl 2 confectionery

Awakened desserts
35
Made with love:.If eaten after death, gives 1d8 temp HP.
Spill.(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 Forest
M555
Deceptive veil.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.
Grasping Roots.All adjacent spaces are difficult terrain.
ACTIONS: Choose one.
  • Needles.(All adjacent creatures) DC13 DEX save or 2d10 dmg, half on sucess.
  • Slam.3d10. On damage: fall prone

Lvl 2 humanoid

30
The art of distraction.All attacks on him have disadvantage and cannot have advantage.
ACTIONS:
  • Mind reading.Give an ally advantage.
  • Sword swallow.1d8. On hit, swallow a weapon until end of combat.

Lvl 1 humanoid

25
Pickpocket.Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.
FLEE.First time you fall below 10HP, immediately move 6.
ACTIONS:
  • Stab.2d8. On damage: move 4.
Deceptive veil.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.
Grasping Roots.All adjacent spaces are difficult terrain
ACTIONS:
  • Slam.1d10

Lvl 1 plant

25
Caustic cloud.If you end your turn adjacent, 1d8 poison damage
ACTIONS: Choose one.
  • Pulling vine.(Range 8) DC 12 STR save or pulls player 6 spaces
  • Protecting vines.Pulls 4 allied creatures 8

Lvl 3 medium wall

H025
False appearance.Looks like a normal wall.
Slimy.Can end movement on same space as another creature.
ACTIONS:
  • 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.