Barked Ones

Barked Ones: Peeling Bark.

Damage degrades Armor 1 step.

Lvl 2 cursed plant - Controller
H4430
Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Choose one.
  • Grappling Vine (2x).

    (Reach 2) 1d8+2 bludgeoning, then at the end of their turn, on hit: STR DC 9 or Grappled (DC +2 if both attacks hit the same creature).

Lvl 3 killer vines - Aoe
H435
Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Swarms: They're Everywhere!

Can move through and share creatures' spaces. ADV on attacks / DIS on a creature's saves when it is entirely within the swarm.

  • Rope In.

    DEX DC 12, if failed: Grappled, if successful: Slowed.

Lvl 6 huge cursed plant - Ranged
H460
Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Choose one.
  • Toxic Spores.

    (Burst 2) 1d8+4 poison, then STR DC 13 or Poisoned.

  • Poisonous Barbs.

    (Range 6) 1d8+10, then STR DC 13 or Poisoned.

Lvl 8 huge cursed plant amalgamate - Defender
H85
Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Lightning Rod.

When hit by lightning dmg, it regains that many HP instead and deals 4d8 lightning at Reach 3.

Choose one.
  • Hill Grasp.

    (Reach 2) 2d8+12, on hit: Grappled.

  • Hill Rush.

    Move 4, then 2d8 to all adjacent creatures.