Garlicle
Small Plant chaotic neutral
- Armor Class: 12
- Hit Points: 31 (7d6+7)
- Speed: walk 20 ft. burrow 20 ft.
- Challenge Rating: 1 (200 XP)
- Source: Tome of Beasts 2, page 162
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
12 (+1) |
12 (+1) |
18 (+4) |
12 (+1) |
- Skills: insight +6, perception +6, persuasion +3, stealth +4
- Senses: darkvision 60 ft., passive Perception 16
- Languages: Sylvan
Special Abilities
- Plant Camouflage: The garlicle has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
- Tearful Stench: Each creature other than an alliumite or garlicle within 5 feet of the garlicle when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites and garlicles for 1 minute.
- Innate Spellcasting: The garlicle's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: guidance, shillelagh
3/day: augury, comprehend languages
1/day: divination, entangle
Actions
- Walking Staff: Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d6 - 2) bludgeoning damage, 2 (1d8 - 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
- Cloves of Fate (Recharge 4-6): The garlicle plucks cloves from its head and throws them at up to three creatures it can see within 30 feet of it. Roll a d4 for each creature. The garlicles allies have +1 on the roll while its enemies have a -1 on the roll. Determine the result and consult the following table.
| d4 | Fate |
|----|------|
| 0 | Worst Fortune. Whatever the target is holding slips from its grasp into a random space within 5 feet of the target, and the target falls prone as it trips over a rock, rain-dampened grass, its shoelaces, or similar. |
| 1 | Bad Fortune. The target takes 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. |
| 2 | Adverse Fortune. The target has disadvantage on its next attack roll. |
| 3 | Favorable Fortune. The target has advantage on its next attack roll. |
| 4 | Good Fortune. The target regains 5 (2d4) hp. |
| 5 | Best Fortune. The target's next successful hit is critical. |
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