monsters plant cr-0-1 Tome of Beasts 2

Garlicle

The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts “Woe!” while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons._ **Trusted Seers.** In...

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Garlicle

Small Plant, chaotic neutral

Armor Class 12

Hit Points 31 (7d6+7)

Speed 20 ft., burrow 20 ft.

STR
6 (-2)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
18 (+4)
CHA
12 (+1)

Saving Throws

Skills Insight +6, Perception +6, Persuasion +3, Stealth +4

Damage Immunities

Condition Immunities

Senses darkvision 60 ft., passive Perception 16

Languages Sylvan

Challenge 1 (200 XP)

Plant Camouflage. The garlicle has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Tearful Stench. Each creature other than an alliumite or garlicle within 5 feet of the garlicle when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites and garlicles for 1 minute.
Innate Spellcasting. The garlicle's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: guidance, shillelagh 3/day: augury, comprehend languages 1/day: divination, entangle

Actions

Walking Staff. Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d6 - 2) bludgeoning damage, 2 (1d8 - 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Cloves of Fate (Recharge 4-6). The garlicle plucks cloves from its head and throws them at up to three creatures it can see within 30 feet of it. Roll a d4 for each creature. The garlicles allies have +1 on the roll while its enemies have a -1 on the roll. Determine the result and consult the following table. | d4 | Fate | |----|------| | 0 | Worst Fortune. Whatever the target is holding slips from its grasp into a random space within 5 feet of the target, and the target falls prone as it trips over a rock, rain-dampened grass, its shoelaces, or similar. | | 1 | Bad Fortune. The target takes 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. | | 2 | Adverse Fortune. The target has disadvantage on its next attack roll. | | 3 | Favorable Fortune. The target has advantage on its next attack roll. | | 4 | Good Fortune. The target regains 5 (2d4) hp. | | 5 | Best Fortune. The target's next successful hit is critical. |

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The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts “Woe!” while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons._ **Trusted Seers.** In the gardens of the Open Game License

Source: Tome of Beasts 2 © 2020, Open Design LLC. Used under the Open Gaming License v1.0a.

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