Ancient Green Dragon
Gargantuan dragon- Challenge
- STR
- 8
- DEX
- 3
- CON
- 7
- INT
- 5
- WIS
- 3
- CHA
- 4
- Soak
- 4
- Fort
- +13
- Ref
- +11
- Will
- +10
Amphibious. The ancient green dragon can breathe air and water.
Legendary Resistance (3/day). If the ancient green dragon fails a saving throw, it can choose to succeed instead.
Maneuvers. The ancient green dragon uses maneuvers (maneuver save Difficulty 23). It has 21 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: ambush, blind, dive attack, fearsome beast, fountain of blood, grapple, inject venom, knockback (Claw or Tail only), spring attack, swipe, tear flesh, trip (Tail only)
2 stamina dice: tear tendon
Spellcasting. The ancient green dragon uses Primal (cha) to cast spells (spell save Difficulty 19, +10 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will, 28th-level spellcaster): druidcraft, shillelagh, thorn bola, thorn whip
1 mana: barkskin, command, ensnare, ensnaring strike, fear, goodberry, locate plants, protection from poison, regrowth, vine lash
2 mana: animate plants, awaken plant, beanstalk, hail of thorns, halo of spores, incite panic, neutralize poison, oak body, plant growth, speak with plants, spike growth, tree shape, tree stride, wall of thorns, wrath of nature
3 mana: entangle
Actions (4)
Bite (1/turn). Melee Weapon Attack: +14 to hit, reach 3 m. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw (2/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 15 (2d6 + 8) slashing damage.
Tail (1/turn). Melee Weapon Attack: +14 to hit, reach 4 m. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence (1/turn). Each creature of the ancient green dragon’s choice that is within 20 meters of it and aware of it must succeed on a Difficulty 19 Will saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the ancient green dragon is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ancient green dragon’s Frightful Presence for the next 24 hours.
Poison Breath (Costs 2 actions; Recharge 5–6). The ancient green dragon exhales poisonous gas in a 20-meter cone or line. Each creature in that area must make a Difficulty 22 Fortitude saving throw. On a failure, a creature takes 112 (25d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half as much damage and isn’t poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The ancient green dragon regains spent legendary actions at the start of its turn.
Detect. The ancient green dragon makes a Perception check.
Tail Attack. The ancient green dragon makes a tail attack.
Wing Attack (Costs 2 actions). The ancient green dragon beats its wings. Each creature within 2 meters of the ancient green dragon must succeed on a Difficulty 23 Reflex saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The ancient green dragon can then fly up to half its flying speed.
Lair actions
On initiative count 20 (losing initiative ties), the ancient green dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
Grasping roots and vines erupt in a 5-meter radius centered on a point on the ground that the dragon can see within 20 meters of it. That area becomes difficult terrain, and each creature there must succeed on a Difficulty 19 Reflex saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature uses an action to make a Difficulty 19 Brawn check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 20 meters of the dragon. The wall is up to 10 meters long, 2 meters high, and 1 meter thick, and it blocks line of sight. When the wall appears, each creature in its area must make a Difficulty 19 Reflex saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 1 meter out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. Movement through the wall is at a quarter speed. Furthermore, a creature in the wall’s space must make a Difficulty 19 Reflex saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 2-meter section of wall has 5 Defense, 15 Health, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
Magical fog billows around one creature the dragon can see within 20 meters of it. The creature must succeed on a Difficulty 19 Will saving throw or be charmed by the dragon until initiative count 20 on the next round.
Creeper Vines. The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.
Lashing Root. One large root or branch that is part of the lair makes a melee attack against a creature within 2 meters of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a Difficulty 19 Reflex saving throw or be knocked prone.
Regional effects
The region containing the ancient green dragon’s lair is warped by the ancient green dragon’s magic, which creates one or more of the following effects:
Thickets form labyrinthine passages within 2 kilometers of the dragon’s lair. The thickets act as 2-meter-high, 2-meter-thick walls that block line of sight. Movement through the thickets is at a quarter speed. A creature in the thickets must make a Difficulty 19 Reflex saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 2-meter cube of thickets has 5 Defense, 30 Health, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and concussion damage.
Within 2 kilometers of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 2 kilometers of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
Inviting Whispers. Whispers rustle in the foliage within 1 kilometers of the dragon’s lair. The words are indistinct, but a creature with an Intelligence of −3 or higher interprets them as an invitation to move deeper into the greenery.
Twisted Messengers. The dragon can cause any Tiny Animal within 1 kilometer of its lair to act as its mouthpiece. The effect is horrendous, as the creature’s throat and mouth temporarily warp into a twisted version of the dragon’s own in order to allow the dragon’s voice to issue forth.
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.
Maneuvers
As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack as you strike a sensitive area.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
1 minute/stamina die
As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.
While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.
On a failure, a creature is frightened of you until the end of your next turn.
As an action, make a melee weapon attack and a Brawn check to grapple the creature.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
Prerequisites: You must have a form of venom inherent to your body.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals poison damage.
On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
Spells
1 minute
As an action, you whisper to the spirits of nature to create one of the following effects within 5 meters:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1-meter cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
5 minutes
As an action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.
The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.
At higher levels
When you reach 9th level, you can make an attack with the weapon as part of the same action to imbue it with power.
As an action, you shoot thorny vines at a creature or object within 5 meters. Make a ranged spell attack against the target.
On a hit, it takes 1d8 piercing damage and its speed is reduced by 2 meters until the end of its next turn.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
At higher levels
This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).
As an action, you create a long, vine-like whip covered in thorns that lashes out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.
On a failure, it takes 1d6 piercing damage and is pulled 2 meters toward you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.
Drop. The creature immediately drops whatever it is holding at its feet.
When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.
Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.
Grovel. The creature immediately falls prone.
Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Augment
You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.
concentration, 1 minute/mana
As an action, you ensnare a creature that you can touch or see within 10 meters with a writhing mass of thorny vines that wrap around it. The creature must make a Reflex saving throw.
On a failure, it is restrained for the duration.
A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the target is freed.
Augment
You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, {ATTACK}}
A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the target is freed. make a weapon attack.
On a hit, add your spellcasting ability to the attack’s damage roll and the creature must succeed on a Reflex saving throw or a writhing mass of thorny vines wraps around it as it is restrained for the duration. A Large or larger creature has advantage on this saving throw.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 3d6 for each additional mana expended.
Fear
concentration, 1 minute/mana
As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.
While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, a berry appears in your hand and is infused with magic. A creature can use an action to eat the berry which restores 2d8 + your spellcasting ability health and provides enough nourishment and water to sustain a creature for a day.
The berry loses its potency if it has not been consumed within 24 hours of the casting of this spell.
Augment
You can increase the healing by 3d8 for each additional mana expended.
(ritual)
As an action, describe or name a specific kind of plant. You learn the direction and distance to the closest plant of that kind within 10 kilometers, if any are present.
1 hour/mana
As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.
If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.
Augment
You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.
Dampen Poison
As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.
As an action, a creature that you can touch or see within 10 meters regains 1d6 + your spellcasting ability health immediately and again at the end of its next turn. This spell has no effect on constructs or undead.
Augment
You can increase the healing by 2d6 for each additional mana expended.
5 minutes/mana
As an action, vines extend from your outstretched arm. Until the spell ends, you can cause the vines to lash out on each of your turns as an action.
Creature. A creature within 20 meters of you must succeed on a Reflex saving throw or be pulled up to 5 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled.
Unattended Object. An unattended object within 20 meters of you is pulled up to 5 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.
Surface. If you target an immovable object within 20 meters of you such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 10 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 10 meters as an action on your turn.
If you pull yourself towards a surface while being grappled, any creature that is grappling you must make a Brawn check against your spell save Difficulty.
On a success, the creature can choose to prevent you from moving or to be pulled along with you. A creature cannot be pulled along with you if it is larger than you.
On a failure, the creature must let go of the grapple.
You can cause the vines to release at any time (no action required by you). They retract instantly.
The vines are flammable. Any vines exposed to fire burn away in 1 round.
Augment
You can expend 1 additional mana as a reaction, which you use when you or a creature within 10 meters of you falls. Vines lash out to a solid surface within 10 meters, or the falling creature, and lower you or the creature up to 20 meters from the point of attachment toward the ground.
Soaring Vines. You can expend 1 additional mana so the vines can attach themselves to your torso, leaving your arms and legs unhindered. The vines automatically attach to solid surfaces (such as a building, a wall, or a tree) or other plants at least 3 meters above you and within 10 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the vines are destroyed, a new vine immediately grows to take its place.
For the duration, as long as you are within 10 meters of a solid surface or other plants that is at least 3 meters above you, you have a flying speed of 10 meters, which can’t be reduced by nonmagical means. Additionally, you have advantage on saving throws made against effects that would push or pull you. When the spell ends, if you are near a solid surface or other plants, the vines gently lower you to the ground as they shrivel away.
concentration, 5 minutes/mana
As two actions, plants come to life at your command. Choose three nonmagical plants within 20 meters. Medium targets count as two plants, Large targets count as three plants, and Huge targets count as five plants. You can’t animate any plant larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Animated Plants Statistics
Size | Health | Def | Damage | Str | Dex |
---|---|---|---|---|---|
Tiny | 20 | 16 | 1d4 + 2 | 6 | 14 |
Small | 25 | 16 | 1d6 + 1 | 8 | 12 |
Medium | 40 | 16 | 2d6 + 2 | 14 | 10 |
Large | 50 | 16 | 2d10 + 3 | 14 | 10 |
Huge | 80 | 16 | 3d10 + 4 | 16 | 6 |
An animated plant is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 5 meters; the plant can use half of its movement to detach its roots from the ground or root itself in the ground. It has blindsight with a radius of 5 meters and is blind beyond that distance. When the animated plant drops to 0 health, it reverts to its original plant form, and any remaining damage carries over to its original plant form.
If you command a plant to attack, it can make a single melee attack against a creature within 1 meter of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form.
Augment
You can animate two additional plants for each additional mana expended.
concentration, 5 minutes/mana
As you spend 1 hour to cast this spell, tracing magical pathways within a plant, you touch a Huge or smaller plant. The target must have either no Intelligence or an Intelligence of −4 or less. The target gains an Intelligence of 0. The target also gains the ability to speak one language you know. The target gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The plant is friendly to you and your companions and remains awakened until it drops to 0 health or when the spell ends.
When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Augment
You can expend 2 additional mana to awaken another plant.
1 hour/mana
As you spend 1 minute to cast this spell, you plant a few beans in the ground as a huge beanstalk erupts from the ground. It grows at a rate of 10 meters per round, to a maximum height of 200 meters. It’s strong enough to support up to 600 kilos total, and has enough handholds and footholds that it can be climbed as if it were knotted rope (Difficulty 5). When the spell ends, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.
Augment
You can increase the maximum height by 20 meters and the maximum weight by 300 kilos for each additional mana expended.
As two actions, you create a rain of thorns at a point within 20 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.
On a failure, it takes 7d6 damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d6 for each additional mana expended.
concentration, 1 minute/mana
As two actions, you are surrounded by invisible necrotic spores in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d8 for every two additional mana expended.
concentration, 1 minute/mana
As two actions, you incite the fears of creatures at a point within 10 meters, causing them to panic. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.
On a failure, it is confused and frightened of the area in the center of the sphere for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As two actions, you touch a creature to neutralize one poison afflicting it. If more than one poison afflicts the creature, one poison is neutralized at random.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 hour/mana
As two actions, you transform your body into living oak. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from attacks. You have vulnerability to fire damage, but you are immune to the blinded, deafened, disease, and poisoned conditions. You cannot drown as you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can’t use potions) or play wind instruments.
You have advantage on Brawn checks. Additionally, your unarmed attacks that you are proficient with deal 1d8 bludgeoning damage and are considered magical.
As two actions, you channel vitality into plants within a specific area.
Choose a point within 20 meters. All normal plants in a 20-meter radius centered on that point become thick and overgrown. Movement through the plants is at a quarter speed.
You can exclude one or more areas of any size within the spell’s area from being affected.
Alternatively, you can cast this spell over 8 hours to enrich the land. All plants in 1 kilometer radius centered on a point within 20 meters become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
5 minutes/mana
As two actions, you imbue plants within 5 meters of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the ensnare or entangle spells to release a restrained creature.
concentration, 5 minutes/mana
As two actions, the ground in a sphere centered on a point within 20 meters twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every meter it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Perception check against your spell save Difficulty to recognize the terrain as hazardous before entering it.
At the start of each of your turns if the spikes are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.
Augment
You can increase the damage by 1d4 for every two additional mana expended.
1 hour/mana
As two actions, you transform into an awakened tree companion form, using 2 resources.
You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can revert to your normal form earlier on your turn (no action required). You can expend additional mana to extend the duration of the spell.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the companion form, though you retain your personality, and Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw aptitudes, in addition to gaining those of the creature. If the creature has the same capability as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
- You retain your health and Health Dice. You gain temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used.
- Your ability to speak or use any action that requires hands is limited to the aptitudes of your tree form.
- You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
- You can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from using actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain your catalysts, catalyst limit, mana, mana limit, ki, stamina dice, and dice limit, but do not gain your new form’s mana or stamina dice.
- You can use any maneuver you know or a maneuver known by your new form.
- You can use an action to expend mana so your form gains 2 stamina dice per mana expended, up to your mana limit.
- You can use an action to expend mana to regain 2d8 health per mana expended, up to your mana limit.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. Your equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Augment
You can use an additional resource for each additional mana expended. If you expend 4 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.
You can expend 1 additional mana to target a willing creature you touch while you concentrate on the spell.
concentration, 1 minute/mana
As two actions, you gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 100 meters. Both trees must be living and at least the same size as you. You must use 1 meter of movement to enter a tree. You instantly know the location of all other trees of the same kind within 100 meters and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 1 meter of the destination tree, using another 1 meter of movement. If you have no movement left, you appear within 1 meter of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Augment
You can increase the distance by 100 meters for each additional mana expended.
Transport via Plants. You can expend 1 additional mana to create a magical link between a Large or larger inanimate plant within 5 meters and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For 1 round, any creature can step into the target plant and exit from the destination plant by using 1 meter of movement. After 1 round the spell ends.
concentration, 5 minutes/mana
As two actions, you create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.
On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall is an object made of plants that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 10 Defense, 1 Soak, and 1 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.
You can choose to cast this spell without thorns to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without thorns to create crenellations, battlements, and so on.
A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 3d8 piercing damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Augment
You can increase the damage by 1d8 for each additional mana expended.
concentration, 5 minutes/mana
As two actions, you call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within 20 meters. The spirits cause trees, rocks, and grasses in a sphere that is twice as big as normal centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the sphere that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 2 meters of any tree in the sphere must succeed on a Reflex saving throw or take 2d8 slashing damage from whipping branches.
Roots and Vines. At the start of each of your turns, a creature of your choice that is on the ground in the sphere must succeed on a Reflex saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Brawn check against your spell save Difficulty, ending the effect on itself on a success.
Rocks. As an action, you can cause a loose rock in the sphere to launch at a creature you can see in the sphere. Make a ranged spell attack against the target.
On a hit, the target takes 3d8 bludgeoning damage, and it must succeed on a Reflex saving throw or fall prone.
On a miss by 4 or less, the target takes half as much damage.
Augment
You can increase the damage from rocks by 2d8 for each additional mana expended and the damage from trees by 1d8 and the damage for every two additional mana expended.
concentration, 1 minute/mana
As two actions, grasping weeds and vines sprout from the ground in a sphere centered on a point within 20 meters. For the duration, these plants turn the ground in the area into difficult terrain.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the vines takes 2d6 slashing damage.
On a failure, it takes 1d6 slashing damage and is restrained for the duration.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At the start of each of your turns if the vines are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.
A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the target is freed.
When the spell ends, the conjured plants wilt away.
Augment
You can increase the damage by 1d6 for each additional mana expended.