Skip to main content

Groom Minion: Nepenthe




This flagon-shaped plant grows amid the slow-rotting meat of a frozen humanoid's corpse. Its outer layer mimics the appearance of leathery flesh with a ring of putrid pink along the rim. Many a hapless adventurer has mistaken a nepenthe for a cadaver's exposed organ. That is, until, the plant's ruddy roots tear free of its putrescent soil and the carnivorous creature skitters toward the soon-to-be victim.

Sinister Sacrament. These plants are primarily cultivated by the cult of its namesake, the Nepenthe. The growth sucks the spiritual residue from a corpse and produces a psychically-charged sap. The cultists willing imbibe the viscous fluid gathered in the nepenthe's pitcher-like core and relish the way it burns away their passions and personality. The dangerous draught tastes somewhat like a strong wine and produces a similar intoxication if the drinker survives. This repeated rite is eventually terminal and that's what the cultists prefer. Each member hopes their death transforms them into a better servant to what they see as an avatar of oblivion; Groom.

Nepenthe

small plant, unaligned

Armor Class 11

Hit Points 27 (5d6+10)

Speed 30ft

Str 4 Dex 12 Con 14 Int 3 Wis 10 Cha 5

Damage Immunities acid, cold

Damage Vulnerabilities fire

Condition Immunities blinded, deafened, frightened

Sensesblindsight 30ft (blind beyond), passive Perception 10.

Languages -

Challenge 1/2 (100 XP)

Death Burst:

When the nepenthe dies, it explodes in a burst of psychically-charged fluid. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 4 (1d6) psychic damage and has disadvantage on all attack rolls and skill checks until the end of its next turn on failure.

Innate Spellcasting (at will):

The plant can innately cast animal friendship and charm person. Its innate spellcasting ability is Wisdom with a spell DC of 10.

Actions

Spit Acid:

Range Weapon Attack: +3 to hit, reach 15/30 ft., one target. Hit: 2 (1d4) acid damage and 2 (1d4) psychic damage..

Obliviate Draught (Recharge 6):

The nepenthe compels a creature it has charmed to drink from its pitcher-shaped body. A willing creature may also drink the obliviate draught. The imbiber must succeed on a DC 12 Constitution save or take 10 (3d6) psychic damage as its memory is painfully burned away. If the creature succeeds they feel their burdens and sorrows lifted for the next 24 hours.

If a willing humanoid creature is reduced to 0 hit points by the Obliviate Draught there is a 5% chance they will rise as a Lethe at the next sunset.

If a charmed humanoid creature is reduced to 0 hit points by the Obliviate Draught then it suffers from the Lethe Curse for the next hour. If instead, the creature dies then a new nepenthe plant will sprout from its corpse within 1d4 days.


Lethe Curse. While the victim has recovered after drowning in a lethe's flood of forgetfulness, it finds its mind fuzzy and wits dulled. The creature has disadvantage on Initiative and Intelligence save and skill checks. The Lethe Curse can be removed via the Remove Curse spell and effects like it.

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) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...