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.