Skip to main content

Hogweed




Hogweed gets its name both from its general shape and its favored growing conditions. When at rest a hogweed bush is an ugly plant full of thorny branches, sparse yellow leaves, and small sepia flowers. However, when roused it charges on four cumbersome branches, its ‘head’ a tangle of the thickest, most-barbed tangles reminiscent of boar tusks. The bush isn’t carnivorous, despite folktales claiming otherwise, just ill-tempered. It grows best when its roots are planted deep into pig, hog or boar waste. Because of this, hogweed is a constant ban of pig-farmers or where wild boars are prevalent.

Blinding Pollen. If a plant that can get as riled up and violent as a wild boar wasn’t bad enough, exposure to hogweed pollen can blind an animal. Its sepia flowers are laced with the potent agitatent for much of the year, the way petals are shaped stores the dust as it is formed. When confronted with an animal it can’t easily drive off or kill, the hogshead violently shakes and fills the air around it with the stinging pollen. Some skilled alchemists cultivate ‘domesticated’ hogsweed and harvest the pollen for blinding powers and potions; though more than a few have been trampled to death by their crop.

Hogweed

large plant, unaligned

Armor Class 13 (natural armor)

Hit Points 34 (4d12+8)

Speed 30ft

Str 14 Dex 11 Con 14 Int 2 Wis 7 Cha 3

Condition Immunities exhausted, frightened

Senses darkvision 30ft, passive Perception 8

Languages -

Challenge 1 (200 XP)

False Appearance:

While the hogweed remains motionless, it is indistinguishable from a normal shrub.

Charge:

If the hogweed moves at least 20 feet straight toward a target and then hits it with a bramble attack on the same turn, the target takes an extra 6 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Bramble Bash:

Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 8 (1d8+3) 10 (2d6 + 2) slashing damage. If the target is a creature it must make a DC 12 Constitution saving throw or be blinded until the end of its next turn.

Blinding Pollen (Recharge 6):

Creatures within 20ft of the hogsweed must make a DC 12 Constitution save or be blinded for 1 minute. At the end of each turn the creature may repeat the save, the effect ending on success.

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...