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SEEDKIN
SEEDKIN
Seedkin Creeper
Tiny plant, unaligned
Armour Class - 13
Hit Points - 10 (4d4 + 0)
Speed - 20 ft.
STR - 10 +0
DEX - 16 +3
CON - 10 +0
INT - 4 -3
WIS - 14 +2
CHA - 3 -4
Traits
Vulnerability to Darkness.
Every time a seedkin ends its turn in complete darkness, it must succeed
on a DC 14 Constitution save, or lose 2 (1d4) hit points. A seedling
exposed to normal darkness such as a moonlit night, or a dark room,
becomes dormant. While dormant it is indistinguishable from a normal
weed or other small plant. Any source of light will awaken it from its
dormant state.
Unnatural Strength.
A seedkin can grapple a creature that is two size categories larger than
itself.
Actions
Grasping Tendrils.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC
13 Constitution save or become poisoned for 1 hour.
Seedkin Spawner
Tiny plant, unaligned
Armour Class - 14
Hit Points - 14 (4d4 + 4)
Speed - 30 ft.
STR - 10 +0
DEX - 18 +4
CON - 12 +1
INT - 4 -3
WIS - 14 +2
CHA - 3 -4
Traits
Vulnerability to Darkness.
Every time a seedkin ends its turn in complete darkness, it must succeed
on a DC 14 Constitution save, or lose 2 (1d4) hit points. A seedling
exposed to normal darkness such as a moonlit night, or a dark room,
becomes dormant. While dormant it is indistinguishable from a normal
weed or other small plant. Any source of light will awaken it from its
dormant state.
Unnatural Strength.
A seedkin can grapple a creature that is two size categories larger than
itself.
Actions
Briar Tendrils.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 4) bludgeoning damage, and the target is grappled.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 4) piercing damage, and the target must succeed on a DC
13 Constitution save or become poisoned for 1 hour.
Seedkin Slaver
Tiny plant, neutral evil
Armour Class - 15
Hit Points - 18 (4d4 + 8)
Speed - 30 ft.
STR - 12 +1
DEX - 20 +5
CON - 14 +2
INT - 6 -2
WIS - 16 +3
CHA - 5 -3
Traits
Vulnerability to Darkness.
Every time a seedkin ends its turn in complete darkness, it must succeed
on a DC 14 Constitution save, or lose 2 (1d4) hit points. A seedling
exposed to normal darkness such as a moonlit night, or a dark room,
becomes dormant. While dormant it is indistinguishable from a normal
weed or other small plant. Any source of light will awaken it from its
dormant state.
Unnatural Strength.
A seedkin can grapple a creature that is two size categories larger than
itself.
Telepathic Bond.
The slaver can communicate telepathically with any creature within a
mile radius. The creature can respond if it wishes. No common language
is required.
Bind Seedkin.
All seedkin within a mile radius must obey the telepathic commands of a
seedkin slaver.
Actions
Briar Tendrils.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 8 (1d6 + 5) bludgeoning damage, and the target is grappled.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 11 (1d8 + 5) piercing damage, and the target must succeed on a DC
15 Constitution save or become poisoned for 1 hour.
Control Host
Targets one creature grappled by the slaver.
The slaver bores its tendrils into the target to begin the process of taking
control. The target immediately takes 2 (1d4) piercing damage and 4
(1d8) poison damage, or half as much on a successful DC 15
Constitution save. If the target fails its save they become poisoned for 1
hour and have disadvantage on Wisdom saves for the duration. If the
slaver is still grappling the target at the start of the slaver’s next turn, the
target must succeed on a DC 15 Wisdom save or become dominated by
the slaver as if under the effects of a permanent suggestion spell.