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Garlicle

Size
Small
Type
Plant
Challenge Rating
1
Source
Tome of Beasts 2
Alignment
Chaotic-Neutral
Armor Class
12
Speeds
20, burrow 20
Walking Speed
20
Burrowing Speed
20
Strength Score
6
Dexterity Score
14
Constitution Score
12
Intelligence Score
12
Wisdom Score
18
Charisma Score
12
Skill Proficiencies
Insight, Perception, Persuasion, Stealth
Vision
Darkvision (60ft)
Languages Ref
Sylvan
Hit Points
31
Languages
Sylvan

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)

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

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.
Description

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

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.