DG
1/encounter. Frighten enemies within Range 8 on a failed DC11 WIL save.
- Rend 2x.1d8+3
- •Sickening Claw.1d4+8.
On damage: Dazed.
- •Bite.2d8+4.
On damage: make a DC 11 STR save or Poisoned.

Advantage against enemies, if an ally is adjacent to it.
On death, each adjacent creature makes a DC 10 DEX save or takes 2d6 acid damage.
- Bite.
1d6+2
- •Summon Briarbanes.
Summon 1 Briarbane minion/hero (die: 1d4).
- •Root.
Choose half of the heroes to make a DC 11 DEX save or take 2d4 piercing damage and be Restrained by thorny vines (escape DC 11, or any fire or slashing damage).
- •Thorn Shot.
(Range 10) 5d4+5
At 50 HP, Greenthumb gains magical barkskin, giving himself Heavy Armor.
Greenthumb is dying! 30 more damage and he will die. Until then, he chooses twice each time he acts.

Whenever an attack misses you, deal 1 psychic damage in return.
- •Stab.1d6+2
- •Razor Wind.
(Range 12) 1d4+1 slashing. Also damages up to 1 adjacent target.
- •Lesser Windform.
Concentration: up to 10 minutes. Become invisible and blinded.
Always attacks with disadvantage.
- •Tangle (x2).
(Reach 12) 1d6+2 damage. On hit: Grappled (escape DC 12, or any fire or slashing damage).
- •Reel In.
If any creature is Grappled, pull them into an adjacent space and then Bite.
- •Bite.1d6+15
When damaged, enemies within 2 spaces must make a STR save (DC 10) or spend the round vomiting (cannot take actions or reactions).
- •Vinelash (Kelebek).
Move 6, then deal 2d6 damage. On hit, move target to an unoccupied space within 10 spaces.
- •Crushing Mandibles.
4d6 damage, up to 2 adjacent creatures.
Poppy the stink bug dies! The room fills with stinky gas: all heroes have a maximum of 2 actions each round. Stink Cloud and Crushing Mandibles abilities are no longer available.
When damaged, enemies within 2 spaces must make a STR save (DC 10) or spend the round vomiting (cannot take actions or reactions).
- Vinelash (Kelebek).
Move 6, then deal 2d6 damage. On hit, move target to an unoccupied space within 10 spaces.
When damaged, enemies within 2 spaces must make a STR save (DC 10) or spend the round vomiting (cannot take actions or reactions).
- Vinelash (Kelebek).
Move 6, then deal 2d6 damage. On hit, move target to an unoccupied space within 10 spaces.
Enemies who can hear gain a cumulative +1 Dazed at the beginning of each round.
- Slam.
1d4 damage.

Damage degrades Armor 1 step: Heavy » Medium » None.
Attack with advantage when unarmored.
- •Slam.1d6.
(Reach 3) On damage: Prone.
- •Stomp.1d6+6.
(Hampered target)
