Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 2) – Flora Folk and Mold Men

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“Why did the wizard explode into mold people?”

“The Grand Duchy of Geoff has sent a messenger out to you with an urgent alert! Sightings of strange creatures and stranger devices have been found somewhere beyond the hilly range known simply as “The Barrier Peaks.”  All parties sent to investigate have failed to return for a while now.  Rewards will be negotiated, alongside relics you may find in the threatening area you are sent to explore.  All demands and discussion will be handled with the Duke of Geoff.”

We continue our conversion, this time with plant-based life forms and related creatures.  Included is one of my favorite monsters, the vegepygmy.  Sure, their name is weird, a bit too cutesy and possibly a tad racist; but I’ve always liked the ever strange mold men.  Not to mention, their thorny companions were always fun too.  With that, I give you more monsters from the Barrier Peaks.

Author’s Note: I’m still chugging away at the monsters from this module.  Don’t worry, after this post, I’m over half way completed!  After that, I’ll tackle some room specific bits as well as treasure.  Stay tuned!

 

 

Assassin Vine

Medium plant, unaligned

Armor Class 13 (natural armor)

Hit Points 37 (5d8+15)

Speed 5 ft.

STR 18 (+4), DEX 10 (+0), CON 16 (+3), INT 3 (-4), WIS 16 (+3), CHR 9 (-1)

Skills.  Stealth +4

Damage Resistances.  Cold

Damage Immunities.  Lightning.

Condition Immunities.  Blinded, Deafened, Exhausted, Frightened, Paralyzed, Prone

Senses.  Blindsight 30 ft., passive Perception 13

Languages. –

Challenge 2 (450 XP)

Fake Appearance.  When idle, it’s almost indistinguishable from normal plant life.  A DC 20 Perception check will reveal that it is an Assassin Vine.

Lightning Absorption.  When the Assassin Vine is hit with a lightning attack, it gets temporary HP instead of taking the damage that was rolled.  The temporary HP goes away after 1 minute.

ACTIONS.

Smashing Vines.  Melee Weapon Attack: +6, reach 30 ft., one target.  11 (2d6+4) bludgeoning damage.  The target is also grappled with a DC 15 roll to escape.  While grappling a target, the Assassin Vine automatically deals damage on subsequent turns that it maintains its hold.  It cannot attack another target while grappling.

Restrictive Vines.  As an action, a variety of vines appear within 30 ft. of it.  If the assassin vine dies, the effect ends.  It may also end the effect as a free action.  While active, affected terrain containing plants becomes difficult terrain.  Also, ending your space in affected terrain requires the target to make a DC 14 Dexterity saving throw.  Failure results in the target being incapacitated until it can break free.

 

 

Gasbat

Tiny plant, unaligned

Armor Class 12 (natural armor)

Hit Points 2 (1d4)

Speed. 0 ft., 30 ft. fly

STR 6 (-2), DEX 10 (+0), CON 10 (+0), INT 4 (-3), WIS 6 (-2), CHR 2 (-4)

Damage Immunities. Poison

Damage Vulnerabilities.  Fire (see below)

Condition Immunities.  Blinded, Charmed, Frightened, Paralyzed,
Petrified, Poisoned, Prone, Restrained, Stunned

Senses. Darkvision 60 ft., passive Perception 8

Languages. –

Challenge 1/8 (25 XP)

Hovering.  This creature is always hovering, thus knocking it over is almost impossible.  Even if it is knocked out or paralyzed, it will hover in place.

ACTIONS.

Light Slam.  Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  Hit: 2 (1d4) bludgeoning damage.

Noxious Gas (Recharge 5 or 6).  Melee Spell Attack:  DC 10 Constitution saving throw, 10 ft. range from Gasbat, all targets in range.  Failure: Target is slowed, as per the spell.

REACTIONS.

Explosion.  When the gasbat is within 10 ft. range of an open flame or magical fire, it causes the invisible gas cloud surrounding the creature to ignite and explode.  Creatures within 5 ft. of an exploding gasbat must make a DC 10 Dexterity saving throw.  Failure results in taking 9 (2d8) fire damage.  The Gasbat drops to 0 HP immediately.  Sometimes, gasbats will seek out fiery sources in a suicide attack on a target.

 

 

 

Horrid Plant – 

A DC 22 Nature check reveals that this plant is intelligent and normally peaceful.  If threatened, it will use a leaf spikes attack (+8 to hit, reach 10 ft., one target; may use up to three times) dealing 8 (1d8+4) piercing damage.  It also uses a lightning attack that deals 35 (10d6) lightning damage, working like a Lightning Bolt spell otherwise (Recharge 5 or 6).  It has 9 AC, it has 1oo HP.

 

 

 

Purple Blossoms

Must make a DC 20 Nature check to realize this is a dangerous plant.  The blossoms shoot poisonous sap (+4 to hit, ranged 10 ft., one target).  It has 12 AC, and 40 HP.  Fire damage kills it outright.  Those hit with the sap must make a DC 16 Constitution saving throw.  Failure results in paralysis for 1 minute and 1d2 levels of exhaustion.Horrid Plant –  A DC 22 Nature check reveals that this plant is intelligent and normally peaceful.  If threatened, it will use a leaf spikes attack (+8 to hit, reach 10 ft., one target; may use up to three times) dealing 8 (1d8+4) piercing damage.  It also uses a lightning attack that deals 35 (10d6) lightning damage, working like a Lightning Bolt spell otherwise (Recharge 5 or 6).  It has 9 AC, it has 1oo HP.

 

 

Retch Plant

Huge plant, unaligned

Armor Class 13 (natural armor)

Hit Points 60 (8d12+16)

Speed 0 ft. (stationary)

STR 20 (+5), DEX 8 (-1), CON 14 (+2), INT 4 (-3), WIS 14 (+2), CHR 7 (-2)

Damage Resistances.  Bludgeoning, Piercing, Slashing Damage from non-magical weapons

Damage Immunities.  Psychic

Condition Immunities.  Blinded, Charmed, Deafened, Frightened, Paralyzed; Sight based attacks

Senses.  Tremorsense 10 ft., passive Perception 12

Languages. –

Challenge 4 (1,100 XP)

Hide among Trees.  To the naked eye, the Retch Plant looks like a Palm Tree.  However, upon succeeding a DC 20 Perception check, the observer can discover that it is a Retch Plant and not an ordinary palm.  In addition, once the creature’s true nature is revealed, its projectile fruit can be targeted as well.  They share the monster’s AC and are destroyed upon a single hit.

Rooted.  Under normal circumstances, the Retch Plant cannot be knocked prone.  However, a DC 30 Strength-related check to push the creature over will cause it to be uprooted.  It cannot right itself or use its projectile fruit while knocked prone in this manner.

Toxic Fruit.  Normally, the plant has 1d6+4 fruit.  Once it has expended all of these fruits, it cannot use actions or reactions that require them.

ACTIONS.

Projectile Fruit.  Ranged Weapon Attack: +7 to hit, ranged 30 ft/60 ft., one target.  Hit: 7 (1d4+5) bludgeoning damage.  The target and all creatures within 10 ft. are covered with a sickening odor that trails upwards to 50 ft. away.  In addition, those within 10 ft. must make a DC 12 Constitution saving throw.  Failure results in taking 10 (3d6) poison damage.

Shred Bark.  Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft./ranged 30 ft./60 ft., one target.  The Retch Plant immediately takes 3 (1d6) damage.  Hit: 14 (2d8+5) piercing damage.

REACTIONS.

Drop Fruit.  When a creature moves within 10 ft. of the Retch Plant or attempts to climb its trunk, it may release one of its fruit upon them.  It splats and unleashes poisonous juices and vapor towards all creatures within 10 ft. of the designated target.  All creatures within range must make a DC 12 Constitution saving throw or take 10 (3d6) poison damage.

 

 

Russet Mold

A mold found in dark and damp areas.  From at least 30 ft. away, it looks like a reddish rust that usually covers between 5 ft. and almost 10 ft.  A DC 20 Perception will reveal that it is a kind of mold, rather than actual rust.  A creature that comes within 5 ft. of the mold is attacked by its spores immediately.  They must succeed a DC 15 Constitution saving throw or become infected by russet mold.

Upon failure, the target gains 1 level of exhaustion.  Once every hour, the target must make the saving throw again.  If the creature dies from exhaustion or dies in general while infected, their body will begin to be consumed by mold growths.  4d6 hours later, 1d4 vegepygmies will emerge from the dead host.  However, there are means of counter-acting the mold.  Acid, necrotic and radiant damage harms the mold and will destroy it after it takes 10 damage.  Pouring 1 gallon of alcohol per cubic foot of mold deals 1d4 damage to the mold.  In addition, bright lights can render the mold inactive for a short period of time.  Casting Lesser Restoration will grant a new special saving throw.  Success cures the illness, while failure does nothing.

 

 

Vegepygmy

Small plant, chaotic evil

Armor Class.  13 (natural armor, among other things)

Hit Points. 30 (7d6)

Speed. 30 ft.

STR 8 (-1), DEX 12 (+1), CON 10 (+0), INT 6 (-2), WIS 11 (+0), CHR 8 (-1)

Skills.  Acrobatics +3, Perception +2, Stealth +3

Damage Resistances. Bludgeoning/Piercing/Slashing from non-magical weapons; Lightning

Damage Immunities.  Poison

Damage Vulnerabilities. Acid

Condition Immunities.  Charmed, Exhaustion, Frightened, Poisoned

Senses.  Darkvision 60 ft., passive Perception 12

Languages.  ???

Challenge 1/2 (100 XP)

Fungaloid Stealth.  Double proficiency bonus (for a total of +5) when rolling stealth checks in plant-life or fungi.

ACTIONS.

Claws.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 4 (1d6+1) slashing damage.

Spear.  Ranged Weapon Attack: +3 to hit, ranged 20 ft., one target.  Hit: 4 (1d6+1) piercing damage.

Russet Cloud (1/Day).  Ranged Spell Attack:  DC 11 Constitution saving throw, 5 ft. from vegepygmy, all non-plant based creatures.  Failure: 7 (2d6) poison damage, target contracts Moldies.  If the target is not cured within 24 hours, they die and dissolve into a russet mold patch 4d6 hours after death.

 

 

Thorny

Large plant, chaotic evil

Armor Class 13

Hit Points 39 (6d10+6)

Speed 50 ft.

STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 3 (-4), WIS 12 (+1), CHA 6 (-2)

Skills.  Athletics +5, Perception +3, Stealth +4

Damage Resistances. Bludgeoning/Piercing/Slashing from non-magical weapons; Lightning

Damage Immunities.  Poison

Damage Vulnerabilities. Acid

Condition Immunities.  Charmed, Exhaustion, Frightened, Poisoned

Senses.  Darkvision 60 ft., passive Perception 13

Languages. –

Challenge 1 (200 XP)

Fungaloid Stealth.  Double proficiency bonus (for a total of +6) when rolling stealth checks in plant-life or fungi.

Keen Smell.  Roll Perception checks to smell with advantage.

Thorn Spikes.  Any creature making attacks within melee range against the thorny must make a DC 12 Dexterity saving throw or take 4 (1d4+2) piercing damage.

ACTIONS

Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit:  8 (1d10+3) piercing damage.  The target must make a DC 12 Dexterity saving throw or be knocked prone.

Thorn Spray.  Ranged Weapon Attack: DC 12 Dexterity saving throw, 15 ft. cone, all creatures.  Failure: 7 (2d4+2) piercing damage.  Successful: half damage.

REACTIONS

Thorny Explosion.  When brought to 0 HP, the Thorny explodes and launches its spikes within 10 ft.  All creatures in range must make a DC 12 Dexterity saving throw.  Failure results in taking 3 (1d6) piercing damage plus 2 (1d4) poison damage.

 

 

Snappersaw

Huge plant, unaligned

Armor Class 14 (natural armor)

Hit Points 104 (16d12)

Speed 0ft. (stationary)

STR 16 (+3), DEX 14 (+2), CON 10 (+0), INT 3 (-4), WIS 11 (+0), CHA 6 (-2)

Damage Immunities.  Psychic

Damage Vulnerabilities.  Fire

Condition Immunities.  Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone; Sight based attacks

Senses.  Tremorsense 10 ft., passive Perception 10

Languages. –

Challenge 3 (700 XP)

Hide in Plain Sight.  To an average onlooker, this creature looks like a bush, as long as it’s not actively attacking.  Upon rolling a DC 20 Perception check, one can observe that it’s no ordinary plant and is some kind of creature.

ACTIONS.

Snappersaw Leaves.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 13 (3d6+3) slashing damage.

REACTIONS.

Snapper Snag.  When a creature moves right up to the Snappersaw, it must make a DC 13 Dexterity saving throw.  Upon failure, it is grabbed.  At the start of the creature’s turn, the target takes 10 (4d4) slashing damage.  The target can attempt a DC 13 escape action to break free.

 

 

Tri-Flower Frond

Medium plant, unaligned

Armor Class 12

Hit Points 85 (10d8+40)

Speed 0ft. (stationary)

STR 4 (-3), DEX 14 (+2), CON 18 (+4), INT 3 (-4), WIS 8 (-1), CHA 5 (-3)

Damage Immunities.  Psychic

Damage Vulnerabilities.  Fire

Condition Immunities.  Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone; Sight based attacks

Senses. Tremorsense 10 ft., passive Perception 9

Languages. –

Challenge. 2 (450 XP)

Hide in Plain Sight.  To an average onlooker, this creature looks like a regular plant, as long as it’s not actively attacking.  Upon rolling a DC 20 Perception check, one can observe that it’s no ordinary plant and is some kind of creature.

ACTIONS.

Multiattack.  The Tri-Flower Frond may attack with one of each flower.

Red Flower.  Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.  This attack automatically hits grappled creatures.  Hit: 7 (2d6) piercing damage and the target is grappled.  This flower cannot attack another creature while a target is grappled.

Orange Flower.  Melee Spell Attack:  DC 14 Constitution saving throw, reach 5 ft., one target.  Failure:  The target is asleep for up to 1d4 hours.  If the target takes damage, they get a new saving throw with disadvantage.  Casting Lesser Restoration or a related spell ends this effect.

Yellow Flower.  Melee Spell Attack:  DC 14 Dexterity saving throw, reach 5 ft., one target.  Failure: 3 (1d6) acid damage.  At the start of the target’s turn, they take an additional 3 (1d6) acid damage for up to 1 minute or until they wash the enzymes off with water.

 

 

Vampire Rose Bush

Medium plant, neutral evil

Armor Class 10

Hit Points 36 (8d8)

Speed 0ft. (stationary)

STR 6 (-2), DEX 10 (+0), CON 11 (+0), INT 7 (-2), WIS 10 (+0), CHA 6 (-2)

Damage Vulnerabilities. Fire

Damage Resistances. Piercing

Damage Immunities.  Psychic

Condition Immunities.  Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone

Senses. passive Perception 10

Languages. –

Challenge. 2 (450 XP)

False Appearance. While the bush remains motionless, it is indistinguishable from a normal shrub.  A DC 20 Perception check will reveal that it is not ordinary.

Hypnotic Fragrance. Any creature that ends its turn next to the vampire rose bush must make a DC 10 Wisdom saving throw. Upon failing, the creature is paralyzed until the end of its next turn.  This is a charm effect.

ACTIONS

Vampiric Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.  Hit: 4 (1d8) slashing damage.  The bush regains HP equal to the total damage dealt and the target is grappled.  While grappled, the bush can elect to automatically deal damage.  It can grapple no more than 3 targets.

 

 

Wolf-in-Sheep’s-Clothing

Large plant, chaotic evil

Armor Class 14 (natural armor)

Hit Points 104 (16d10+16)

Speed. 10 ft.

STR 19 (+4), DEX 14 (+2), CON 12 (+1), INT 8 (-1), WIS 14 (+2), CHA 9 (-1)

Saving Throws.  Constitution +4, Wisdom +5, Charisma +2

Damage Resistances.  Bludgeoning/Piercing/Slashing damage from non-magical weapons

Condition Immunities.  Blinded, Charmed, Deafened, Frightened, Paralyzed, Prone

Senses.  Darkvision 60 ft., Tremorsense 30 ft.

Languages.  –

Challenge 6 (2,300 XP)

Hide in Plain Sight.  To most onlookers, they see a furry creature sitting on top of a tree stump.  Those who investigate closely with a DC 20 Perception check notice something very off about it.  Those who have experienced such creatures can recognize it as a monster.

Twisted Roots.  A root that is grappling a target can be attacked as a separate creature.  The root itself has an AC of 16 and 15 hit points.  Damage dealt to these roots does not affect the Wolf-in-Sheep’s-Clothing as a whole.  Roots lost will regrow in 1 week.

ACTIONS.

Multiattack.  The Wolf-in-Sheep’s-Clothing can make two Roots attacks.  It can forgo one of its roots attacks to attempt a grapple check against a target.  If it succeeds, the target is brought within melee range and it may use Bite as a bonus action.  It may only use Bite once per round in this manner.

Bite.  Melee Weapon Attack:  +7 to hit, reach 5 ft., one target.  (This attack has advantage against creatures it is grappling.)  Hit: 15 (2d10+4) piercing damage.

Roots.  Melee Weapon Attack:  +7 to hit, reach 20 ft., one target.  Hit: 8 (1d8+4) bludgeoning damage.  The target is also grappled.

 

 

Image Source: Expedition to Barrier Peaks – TSR Inc./Wizards of the Coast. 

Expedition to Barrier Peaks and other D&D related names are property of Wizards of the Coast and Hasbro Entertainment.  Made by Doctor Necrotic, for Doctor Necrotic Media.

 

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4 thoughts on “Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 2) – Flora Folk and Mold Men

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