Corrupted Seedling of Orcharn

Tiny plant, neutral evil


Armor Class
11
Hit Points
10 (4d4)
Speed
25 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (0) 3 (-4) 12 (+1) 10 (0)

Damage Vulnerabilities
fire
Damage Resistances
piercing
Damage Immunities
poison
Senses
passive Perception 11
Languages
understands Sylvan but doesn’t speak and can’t read or write
Challenge
1/4 (50 XP)
Proficiency Bonus
+2

False Appearance. While the corrupted seedling remains motionless, it is indistinguishable from a small, spherical seedpod.

Seedling Survival. When the corrupted seedling takes the Dash action, it may also take the Dodge action as a bonus action.

Actions

Collide. When the corrupted seedling comes within 5ft of an enemy, the corrupted seedling may explode, and all adjacent creatures must make a DC 11 Dexterity saving throw or take 2d4+2 acid damage. This kills the corrupted seedling.

Reactions

Ancient Predatory Instinct. When the corrupted seedling takes damage that isn’t fatal, the corrupted seedling may take the Dash action.

Swarm of Corrupted Seedlings

Medium swarm of tiny plants, neutral evil


Armor Class
12
Hit Points
27 (5d8+5)
Speed
25 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 12 (+1) 3 (-4) 12 (+1) 10 (0)

Damage Vulnerabilities
fire
Damage Resistances
bludgeoning, slashing, piercing
Damage Immunities
poison
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses
passive Perception 11
Languages
understands Sylvan but doesn’t speak and can’t read or write
Challenge
1 (200 XP)
Proficiency Bonus
+2

False Appearance. While the swarm remains motionless, it is indistinguishable from a patch of small, spherical seedpods.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny plant. The swarm can’t regain hit points or gain temporary hit points.

Seedling Survival. When the swarm takes the Dash action, it may also take the Dodge action as a bonus action.

Actions

Collide. When the swarm comes within 5 feet of an enemy, corrupted seedlings in the swarm may explode, and all adjacent creatures must make a DC 11 Dexterity saving throw, twice. For each failure, a creature takes 7 (3d4) acid damage. The swarm then loses half of its maximum hit points. If the swarm already had fewer than half of its maximum hit points, it dies.

Reactions

Ancient Predatory Instinct. When the swarm takes damage that isn’t fatal, the swarm may take the Dash action.