Tiny Plant, Chaotic Neutral
Armor Class 12 Natural Armor
Hit Points 7 (2d4 + 2)
Speed 20 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
Skills Stealth +4
Damage Vulnerabilities Cold, Fire, Poison
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 30 ft, Passive Perception 10
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Plant Camouflage: The vegetable minion has advantage on Dexterity (Stealth) checks to hide in areas with plant cover or among other produce.

Confusion: When first awakened, the vegetable minion may react erratically, rolling a d6 at the start of its turn:

  • 1-2: Flee (move away from the nearest creature).
  • 3-4: Hide (attempt to take cover or blend into surroundings).
  • 5-6: Defend (attack the nearest creature with a basic attack).
Actions

Bite or Scratch: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) slashing or piercing damage, depending on the type of vegetable.

Description

An Awakened Vegetable Minion appears at first glance like an ordinary vegetable—be it a carrot, onion, or squash—but upon closer inspection, it is clearly animated by a malevolent fey magic. Tiny, spindly roots act as makeshift limbs, allowing it to move, attack, and react with surprising speed. Its eyes glow faintly with a mischievous energy, and it scurries about with a simple intelligence akin to a small animal, acting aggressively toward anyone it perceives as a threat. Though small and fragile, when grouped together or under the command of a Veggie Scamp, these minions can overwhelm unsuspecting victims and wreak havoc.

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2024 3:03:51 PM
2
0
--
Coming Soon

Monster Tags: Minionplantfey

WanderLore

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