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Returning 28 results for 'plant bear'.
Magic Items
Ghosts of Saltmarsh
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3
charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Monsters
Quests from the Infinite Staircase
and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons— wide, razor-sharp outer leaves—in the loose dirt around itself to catch
Horrid Plant Varieties. A horrid plant comes in one of three varieties (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Horrid Plant Varieties"}): 1–2, dew drinker
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The thorny regains 5 hit points at the start of its
+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.If a Beast such as a dog or a bear dies from russet mold, the result is a bestial moldy called a thorny
Species
Mordenkainen Presents: Monsters of the Multiverse
and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for
.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Charm of Plant Command Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically
worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the
Horrid Plant Varieties Victor Ferraz Snapper Saw The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws. Dew Drinker Dew drinkers resemble large cabbage
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, then vanishes. This shield symbol doesn’t bear the belladonna sprig that traditionally crosses it. If a character presents a belladonna sprig, such as from the plant in area 7, the arcane lock is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Vegepygmies Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.
Vegepygmy
Small plant, neutral
Armor
, Stealth +4
Damage Resistances lightning, piercing
Senses darkvision 60 ft., passive Perception 12
Languages Vegepygmy
Challenge 1/4 (50 XP)
Plant Camouflage. The vegepygmy has advantage on
Magic Items
The Book of Many Things
protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in
Pit
40
Plant
41
Priest
42
Prisoner
43
Puzzle*
44
Ring
45
Rogue*
46
Ruin*
47
Sage*
48
Shield
49
Ship
50
Skull*
51
Staff
52
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
dark, moist areas, so they’re most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands
emerge from the corpse a day later. Vegepygmy
Small Plant, Typically Neutral
Armor Class 13 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
7 (-2)
DEX
14 (+2)
CON
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
same kind of creature are present, since the druid might favor a certain kind of beast or plant.) Running the Encounter. The frost druid aims to kill the characters or send them scurrying back to Ten
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
best interest to keep their citadels safe from discovery. Menyar-Ag prefers to plant them in desolate and rarely frequented places such as barren deserts or remote locations in the Underdark. The primary
new monastery or joining an existing one. These “missionaries” are always looking for those with psionic potential who can bring those powers to bear against the githzerai’s foes. Most often, they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the ground, each creating a small, sheltered area for private conversations. Several bushes sculpted in the shape of Nylea and predatory forest animals, such as the bear and the wolf, are scattered
convinces the shrine’s druids to cast the spell on other boars to strike back at a contingent of hunting nobles.
6 A cult fanatic of Erebos infiltrates the shrine in disguise and plans to kill all its plant life.
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
results from the Death’s Head Features table to inspire the features of a death’s head. Death’s Head Features 1d10 The Head Is That Of … With … 1 A bear Bloodshot eyes 2 A burned corpse Crimson drool
of terrible tragedies. Death’s Head Tree Huge Plant, Chaotic Evil
AC 15 Initiative −1 (9)
HP 95 (10d12 + 30)
Speed 20 ft.
Mod Save Str 18 +4 +6 Dex 8 −1 –1 Con 16 +3 +3 Mod Save
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Grim. Loyal and tempestuous, she leaps into the fray with a thunderous cry. The one-armed warrior’s face and body bear the scars of countless duels, and the gnarled haft of her trusty battleaxe is
Worldroot Circle Agents of an ancient druidic circle of giants, the Worldroot Circle, tend to Glorium’s hidden gate. Believing the sacred plant to be a seedling of Yggdrasil, they nurture the sapling and use
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
room for later expansion of the den. Mushroom Farms Kobolds aren’t good at agriculture, but they can get sustenance from subterranean mushrooms and hardy plant life that can live underground. A farm
following are examples of common kobold traps: Barrels or small pots of oil (to be boiled, spilled, lit, or both) Bear traps that fall on tall creatures’ heads Bells to announce intruders Block-and-tackle
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have
Knight* 30 Lance 31 Mage 32 Map 33 Maze 34 Mine 35 Monstrosity 36 Moon* 37 Ooze 38 Path 39 Pit 40 Plant 41 Priest 42 Prisoner 43 Puzzle* 44 Ring 45 Rogue* 46 Ruin* 47 Sage* 48 Shield 49 Ship 50 Skull* 51
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-topped rock at the cavern’s center. Orchids bearing large white flowers wrap around the tree.
The ancient tree is a sacred plant that Chimagua cultivated. It rises 20 feet to the cavern ceiling. Night
identifies the ghost orchids and their properties (see the “Ghost Orchids” sidebar). Additionally, a character who succeeds on a DC 16 Wisdom (Perception) check notices the orchids bear one black seed pod and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be
by eccentric wizards, and blessed groves touched by divine providence, plants can sometimes produce fruit bursting with primal magic. Not every fruit-bearing plant holds this stored magic, but those
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
an enormous plant; and the wheel-shaped H’catha. Beyond the planets are the constellations of Realmspace, all visible in the night skies of Toril at various times of the year. 13h. Oh Captain, My
Captain! The floor here is covered with shattered glass and brine, the remains of jars that once held pickled humanoid brains. The curved walls bear empty shelves where Captain N’ghathrod stored its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
distilled spirit constantly shifts in color. Made from a plant harvested on Limbo, each bottle contains a dead slaad tadpole. Eight Squared. This small-batch, amber hooch comes in a rectangular bottle
. Their saccharine concoctions are sweet enough to rot a lich’s teeth. The Vine. Purveyors of plant-based cuisines cluster in the Vine, a vegetarian oasis nestled in the corner of the grimy spittoon
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
by winged Celestials. Vibrant produce dangles from the leafy awnings of living plant stalls, and masterwork armors forged from rare metals bear insignias from blacksmiths on other worlds. Free League
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of the god’s love and of the primal elves’ original fluid state of being. Many of Corellon’s chief priests bear this blessing.
The rarest of these blessed elves can change their sex whenever they
every other plant in the world, or so it’s said. Through this network of tendrils, Rillifane remains aware of everything that happens in the forest. When he chooses to travel to other planes and worlds
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The characters come upon a Reghed berserker leading a band of 2d4 + 2 tribal warriors, or their encampment. Determine their tribe randomly by rolling a d4: 1, Bear; 2, Elk; 3, Tiger; 4, Wolf. If the
nomads belong to the Bear tribe or the Elk tribe, they give the party a wide berth and attack only if threatened. (Anyone who approaches them with weapons drawn is considered a threat.) Nomads
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
be hurled up to 120 feet as an action. When it is tossed on the ground, it disappears and produces an effect identical to that of the plant growth spell (the version of the spell that takes 1 action
. Alternatively, characters who can fly could reach Strongheart while he’s frozen in the air, tie one end of a rope around him, and secure the other end to something or someone strong enough to bear his
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
bear stat block) live in the cave and claim the surrounding area as their territory. The adult bears are hostile toward strangers but not violent unless provoked. Suspicious of visitors, they warn
near the cave in the back of the ravine. He watches newcomers from afar and reveals himself only if they damage any plant life or approach his cave. When Gnarlroot emerges, he grumpily tells the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
vases and purple tapestries that bear Xanathar’s symbol. Jutting from the curved roof of the alcove is a spectral eyestalk (scrying sensor). A secret door is hidden in the south wall. If Xanathar is
), into giving them the large supply of smokepowder that he smuggled into the dungeon. Thorvin also tells them where to plant the smokepowder to cause the most damage (see “Destroy the Lair”). X14