Debihuman
2020-03-11, 09:32 AM
Source: https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/plants/alliumite/
Onionfolk (Alliumite)
An ambulatory plant half the size of a halfling slashes out with its grass blades. Its peeling skin, its hair of sprouts, and its svelte, nimble physique allude to its fey origins. The odor of onions and garlic wafts from it as it advances.
Stepping on a patch of wild onions, garlic, or leeks in the woods can prove to be a deadly affair. The onionfolk are easily riled, and, once angry, they attack relentlessly, slashing at ankles with their wicked grass blades.
Onionfolk began as a patch of sweet onions in a forest thicket, raised to sentience when a great deal of pixie dust spilled upon them. Arms and legs sprouted from their forms, and they began to think for themselves. Now they seek only to propagate, spreading far and wide. They have developed vast colonies through underground tunnels beneath forests and fields.
Onionfolk feel a supernatural compulsion to plant chives, garlic, and other wild herbs wherever they go. This instinctive imperative makes them well-suited as gardeners. Though their wild gardens might look haphazard to the untrained eye, an alliumite knows exactly where each individual seed and sprout is planted. Woodland animals and benevolent fey creatures can find sustenance and shelter in these plant sanctuaries, but woe to those who threaten or damage anything planted within an alliumite garden.
Alliumites are exceptionally nimble. With razor-edged grass longswords and darts made of thorns, they can overwhelm even a well-prepared adventurer. Able to dig through the ground almost as easily as walk and with a penchant for hidden and quiet movement, an alliumite can sneak up on anyone. If one of the onionfolk is harmed in battle, it releases a stench that can make eyes water and temporarily cause blindness. Some say the stench can be so powerful as to even induce retching.
Onionfolk speak Sylvan.
Onionfolk (Alliumite)
Tiny Fey (Augmented Plant)
Hit Dice: 2d8+2 (11 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (4 squares), burrow 20 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Tiny masterwork grass blade +2 melee (1d4-2/19-20) or tiny masterwork thorn dart +7 ranged (1d3-2)
Full Attack: Tiny masterwork grass blade +2 melee (1d4-2/19-20) or tiny masterwork thorn dart +7 ranged (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Tearful Stench
Special Qualities: Improved evasion, fey traits, low-light vision, plant camouflage
Saves: Fort +4, Ref +4, Will 1
Abilities: Str 6, Dex 18, Con 13, Int 7, Wis 12, Cha 9
Skills: Listen+3, Move Silently +6, Spot+3, Profession (Gardener)+4*
Feats: Improved Initiative
Environment: Any Forest
Organization: Solitary or pair
Challenge Rating: ¼
Treasure: No coins, ½ items, ½ goods
Alignment: Usually Chaotic Neutral
Advancement: 3 to 6 HD (Tiny) or by class
Level Adjustment: +1
COMBAT
Tearful Stench (Su): Each creature other than an onionfolk within 5 feet of the onionfolk when it takes damage must succeed on a Fortitude Save (DC 13) or be blinded until the start of the creature’s next turn. Creatures with the Scent ability take a -4 penalty to their save as the odor is so pungent. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. Blinded creatures that fail another save also become nauseated until the stench ends but take no further penalties. An onionfolk’s tearful stench ends as soon as it is healed at least one point of damage or it dies. The save DC is Constitution-based and includes a +1 racial bonus.
On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. Blinded creatures that fail another save also become nauseated until the stench ends but take no further penalties. An onionfolk’s tearful stench ends as soon as it is healed at least one point of damage or it dies. The save DC is Constitution-based and includes a +1 racial bonus.
Improved Evasion (Ex): An onionfolk can avoid magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), it instead takes no damage. On a successful save the onionfolk only suffers one-half damage. Evasion can be used only if the onionfolk is wearing light armor or no armor. A helpless onionfolk (such as one that is unconscious or paralyzed) does not gain the benefit of evasion.
Plant Camouflage (Ex): Since an onionfolk looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
*Skills: Onionfolk have a +2 racial bonus to Profession (Gardener) included in the statistics block.
Design Notes: A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. Thorn dart is a regular dart but made of thorns with a 20 ft. range with a maximum range of 60 ft.. Grassblade uses the same stats as a longsword.
Onionfolk (Alliumite)
An ambulatory plant half the size of a halfling slashes out with its grass blades. Its peeling skin, its hair of sprouts, and its svelte, nimble physique allude to its fey origins. The odor of onions and garlic wafts from it as it advances.
Stepping on a patch of wild onions, garlic, or leeks in the woods can prove to be a deadly affair. The onionfolk are easily riled, and, once angry, they attack relentlessly, slashing at ankles with their wicked grass blades.
Onionfolk began as a patch of sweet onions in a forest thicket, raised to sentience when a great deal of pixie dust spilled upon them. Arms and legs sprouted from their forms, and they began to think for themselves. Now they seek only to propagate, spreading far and wide. They have developed vast colonies through underground tunnels beneath forests and fields.
Onionfolk feel a supernatural compulsion to plant chives, garlic, and other wild herbs wherever they go. This instinctive imperative makes them well-suited as gardeners. Though their wild gardens might look haphazard to the untrained eye, an alliumite knows exactly where each individual seed and sprout is planted. Woodland animals and benevolent fey creatures can find sustenance and shelter in these plant sanctuaries, but woe to those who threaten or damage anything planted within an alliumite garden.
Alliumites are exceptionally nimble. With razor-edged grass longswords and darts made of thorns, they can overwhelm even a well-prepared adventurer. Able to dig through the ground almost as easily as walk and with a penchant for hidden and quiet movement, an alliumite can sneak up on anyone. If one of the onionfolk is harmed in battle, it releases a stench that can make eyes water and temporarily cause blindness. Some say the stench can be so powerful as to even induce retching.
Onionfolk speak Sylvan.
Onionfolk (Alliumite)
Tiny Fey (Augmented Plant)
Hit Dice: 2d8+2 (11 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (4 squares), burrow 20 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Tiny masterwork grass blade +2 melee (1d4-2/19-20) or tiny masterwork thorn dart +7 ranged (1d3-2)
Full Attack: Tiny masterwork grass blade +2 melee (1d4-2/19-20) or tiny masterwork thorn dart +7 ranged (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Tearful Stench
Special Qualities: Improved evasion, fey traits, low-light vision, plant camouflage
Saves: Fort +4, Ref +4, Will 1
Abilities: Str 6, Dex 18, Con 13, Int 7, Wis 12, Cha 9
Skills: Listen+3, Move Silently +6, Spot+3, Profession (Gardener)+4*
Feats: Improved Initiative
Environment: Any Forest
Organization: Solitary or pair
Challenge Rating: ¼
Treasure: No coins, ½ items, ½ goods
Alignment: Usually Chaotic Neutral
Advancement: 3 to 6 HD (Tiny) or by class
Level Adjustment: +1
COMBAT
Tearful Stench (Su): Each creature other than an onionfolk within 5 feet of the onionfolk when it takes damage must succeed on a Fortitude Save (DC 13) or be blinded until the start of the creature’s next turn. Creatures with the Scent ability take a -4 penalty to their save as the odor is so pungent. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. Blinded creatures that fail another save also become nauseated until the stench ends but take no further penalties. An onionfolk’s tearful stench ends as soon as it is healed at least one point of damage or it dies. The save DC is Constitution-based and includes a +1 racial bonus.
On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. Blinded creatures that fail another save also become nauseated until the stench ends but take no further penalties. An onionfolk’s tearful stench ends as soon as it is healed at least one point of damage or it dies. The save DC is Constitution-based and includes a +1 racial bonus.
Improved Evasion (Ex): An onionfolk can avoid magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), it instead takes no damage. On a successful save the onionfolk only suffers one-half damage. Evasion can be used only if the onionfolk is wearing light armor or no armor. A helpless onionfolk (such as one that is unconscious or paralyzed) does not gain the benefit of evasion.
Plant Camouflage (Ex): Since an onionfolk looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
*Skills: Onionfolk have a +2 racial bonus to Profession (Gardener) included in the statistics block.
Design Notes: A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. Thorn dart is a regular dart but made of thorns with a 20 ft. range with a maximum range of 60 ft.. Grassblade uses the same stats as a longsword.