False Appearance. While the bush remains motionless, it is indistinguishable from a normal bush.
Sunlight Sensitivity. The bush takes 1 radiant damage every 10 minutes spent in direct sunlight. Damage dealt this way cannot be healed until the bush has spent 1 hour in the dark.
Improved Critical. The bush’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Rake. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4 − 1) slashing damage and (1d6 + 1) poison damage. On hit, if the target is a creature, they must make a CON saving throw (DC 10 + number of Rake hits taken). On a failed save, the creature is affected by Thorns of the Shadow Rose.
Extra Attack
The bush can attack twice whenever it takes the Attack action on its turn.
Second Wind. The bush can use a bonus action on its turn to regain hit points equal to 1d10 + its level. Once it uses this feature, it must finish a short or long rest before it can use it again.
Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.
Description
An awakened shadow rose bush is an ordinary shadow rose bush given sentience and mobility by the awaken spell or similar magic.
Thorns of the Shadow Rose.
- The creatures eyes become extremely dilated, making them sensitive to daylight but aiding their ability to see in the dark. The creature has disadvantage on all perception checks while in direct sunlight. For every hour spent in direct sunlight, the creature takes 1d4-1 radiant damage. The creature gains darkvision for 120 ft. If the creature already has darkvision, their range is extended by 120 ft.
- The creatures hearing sharpens. The creature has advantage on perception checks that rely on hearing.
- All healing effects on the creature are halved while in direct sunlight.
These effects last until the creature completes a long rest. A creature who experiences these effects develops a dependence on the neurotoxin. After 2 days without the neurotoxin, the creature must make a Constitution saving throw. The DC starts at 5 and increases by 1 for each time affected by the neurotoxin in the last 30 days to a maximum of 30. The saving throw is repeated every 8 hours until re-affected by the neurotoxin or until the creature succeeds on 15 saving throws, at which point the dependency is ended. On a successful saving throw, the creature has no withdrawal symptoms. On a failed saving throw, the creature becomes violently ill and takes 1d6 poison damage and 1d6 psychic damage, and the creature gains 1 point of exhaustion. If the creature is injected with the neurotoxin again before reaching 15 successes, the count returns to 0.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/18/2023 5:45:03 PM
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4
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1
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A
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Coming Soon
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2/18/2023 5:48:19 PM
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7
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0
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L5
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Coming Soon
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2/18/2023 6:10:36 PM
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12
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0
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L5.1
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Coming Soon
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7/11/2023 10:58:03 PM
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17
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1
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L5.2
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Coming Soon
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