Dangerous Nature
Amplify the effect of any potion it is mixed into.
- Scream of death.
(When pulled from ground). Set HP of all who can hear it to 0.
Rare plant that adventurers commonly search for all that will enhance whatever potions you may wantt. How good the enhancement is depends on how many hundreds of years old the mandrake is (and how OP you want to make it)
When hit by lightning, regain 10 HP instead.
- Tendrils.
1d10. On hit: Reduce player's speed by 2 until killed.
If you end your turn adjacent, 5 poison damage
- •Pulling vine.
(Range 8) DC 12 STR save or pulls player 6 spaces
- •Protecting vines.
Pulls 4 allied creatures 8
Often found in swamps next to:
When a player moves in or out of your reach, immedietly attack for free.
- •Bite.2d8..
On damage: Grapple
- •Clamping jaws.
(a grappled creature) 2d8+5
Often found in swamps next to
When hit by lightning, regain 10 Hp instead.
- Enveloping Tendrils.
2d10. On damage: Restrained. If a hero ends their turn restrained, they take 5 dmg
When hit by lightning, regain 10 HP and an use of lightning blast instead.
- •Electric Tendril.
2d10. On damage: Also strikes the next closest creature to your target.
- •Lightning Blast.
(One time use) All creatures in reach 3 take 2d10 damage.
- •Swipe.2d8+10
- •Water Breath.
(1 use) 2d8+15 to everyone in it's tunnel.
- •Tail Swipe.
Collapses the tunnel behind itself. Heroes in it are burrowed.
A chimera made by mad elder dragons, it's a giant mole with a dragon's head and tail.
It ambushes enemies by burrowing next to them and attacking, then hides down in it's tunnels. If enemies follow it, it uses the confined space to catch all of them in it's breath and weakens the tunnel with it, to then collapse the tunnel onto them.