OpenFray

Chapter 6

The Gardener and its retinue

Chapter 1 lists deliberate cultivation among the reasons a plant advances. This chapter is who has been doing it.

Gardener

Medium Fey, Any Neutral Or Evil Alignment

Somebody has been feeding these beds for a very long time. The Gardener is old and unfailingly polite, and it is willing to explain what it is doing at any length asked: it walks the rows, sows Stage 1 plants by the handful, wakes the tools in the shed when it needs hands, and every growing thing in sight of it fights better for its presence. It does not believe it has done anything wrong.

AC
18
Initiative
+6 (16)
HP
136 (16d8+64)
Speed
30 ft.
AbilityScoreModSaveAbilityScoreModSave
STR14+2+2INT16+3+3
DEX22+6+9WIS20+5+8
CON18+4+4CHA18+4+4
Resistances
Bludgeoning, Piercing, Slashing (from nonmagical attacks)
Immunities
Charmed, Frightened
Skills
Nature +9, Perception +8, Sleight Of Hand +12, Stealth +12
Senses
Darkvision 120 ft., Truesight 30 ft., Passive Perception 18
Languages
Common, Sylvan, Druidic
CR
8 (XP 3,900; PB +3)

Traits

Magic Resistance. The Gardener has Advantage on saving throws against spells and other magical effects.

Tender of the Plot. Every Plant within 120 feet of the Gardener has Advantage on attack rolls and deals an extra 2 damage on a hit.

Patient.

The Gardener rolls Initiative with Disadvantage. On its first turn of a combat:

  • The Gardener doesn’t provoke Opportunity Attacks while moving.
  • The first time it hits a given creature that hasn’t yet taken a turn in this combat, that attack is a Critical Hit.

Spellcasting

Casts using WIS as the spellcasting ability, spell save DC 16.

At Will: Druidcraft, Entangle, Speak with Plants

1/Day Each: Animate Objects, Plant Growth, Spike Growth

Actions

Multiattack. The Gardener makes three Pruning Shears attacks.

Pruning Shears. Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 7 (2d6) Necrotic damage. If the target is below half its Hit Point maximum, it makes a DC 16 Constitution saving throw; on a failure, the cut doesn’t close and the target can’t regain Hit Points until it finishes a Short or Long Rest.

Sow (Recharge 5–6). The Gardener casts a handful of seed across a 30-foot-radius area centered on itself. At the start of its next turn, four Stage 1 plants of the GM’s choice rise in unoccupied spaces in that area, acting on the Gardener’s Initiative.

Bonus Actions

Between the Rows. The Gardener teleports up to 60 feet to an unoccupied space it can see, provided that space is within 5 feet of a Plant creature.

Animated Tools

The Gardener casts Animate Objects on whatever is leaning against the shed wall. Six of those results are statted below, so nobody has to open the generic animated-object rules mid-fight.

All six are built on the same chassis — the same Antimagic Susceptibility, the same False Appearance, both printed in full on each block — and differ entirely in what they do with it.

A tool encounter is built to be scenery first: a rack the party walked past ten minutes earlier, noticed, and did nothing about.

ToolCRDoes
Animated Shears1Strips gear off people
Animated Spade1Digs pits, knocks people into them
Animated Hoe1Wrecks the ground, punishes the Prone
Animated Watering Can1Support. Heals other plants
Animated Scythe2Reach, sweeps two targets at once
Animated Hose3Long-range grapple, pins, drowns

Animated Shears

Small Construct, Unaligned

One of the implements the Gardener wakes when it wants hands. The shears go for straps, buckles, and anything tied on rather than for the person wearing it, and they never trouble themselves with whoever is actually swinging back.

AC
15
Initiative
+3 (13)
HP
27 (6d6+6)
Speed
0 ft., Fly 30 ft. (hover)
AbilityScoreModSaveAbilityScoreModSave
STR12+1+1INT3−4−4
DEX16+3+3WIS8−1−1
CON12+1+1CHA1−5−5
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 60 ft., Passive Perception 9
CR
1 (XP 200; PB +2)

Traits

Antimagic Susceptibility. The Shears are Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the Shears make a Constitution saving throw against the caster’s spell save DC. On a failure, they fall Unconscious for 1 minute.

False Appearance. While the Shears are motionless, they are indistinguishable from an ordinary garden implement.

Snip. The Shears have Advantage on attack rolls against a creature that is Grappled, Prone, or Restrained.

Actions

Shear. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. The target makes a DC 12 Dexterity saving throw. On a failure, a strap, buckle, or fastening parts and one item the target is carrying but not wielding falls at its feet.

Animated Spade

Small Construct, Unaligned

One of the implements the Gardener wakes when it wants hands. The spade works underground as readily as above it, opening a pit under someone’s feet and moving on before they have finished falling into it.

AC
15
Initiative
+1 (11)
HP
32 (5d6+15)
Speed
0 ft., Burrow 20 ft., Fly 25 ft. (hover)
AbilityScoreModSaveAbilityScoreModSave
STR16+3+3INT3−4−4
DEX12+1+1WIS8−1−1
CON16+3+3CHA1−5−5
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 9
CR
1 (XP 200; PB +2)

Traits

Antimagic Susceptibility. The Spade is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the Spade makes a Constitution saving throw against the caster’s spell save DC. On a failure, it falls Unconscious for 1 minute.

False Appearance. While the Spade is motionless, it is indistinguishable from an ordinary garden implement.

Actions

Slam. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage. The target makes a DC 13 Strength saving throw. On a failure, it is pushed 10 feet and has the Prone condition.

Dig. The Spade excavates a 5-foot-square pit, 5 feet deep, in unworked earth within 5 feet of it. A creature in that square when the pit opens makes a DC 13 Dexterity saving throw or falls in, landing Prone. Climbing out costs 10 feet of movement.

Animated Hoe

Small Construct, Unaligned

One of the implements the Gardener wakes when it wants hands. The hoe ruins ground — it breaks a field into furrows nobody can cross at speed, and it saves its best swing for whoever is already down.

AC
14
Initiative
+2 (12)
HP
27 (6d6+6)
Speed
0 ft., Fly 30 ft. (hover)
AbilityScoreModSaveAbilityScoreModSave
STR15+2+2INT3−4−4
DEX14+2+2WIS8−1−1
CON12+1+1CHA1−5−5
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 60 ft., Passive Perception 9
CR
1 (XP 200; PB +2)

Traits

Antimagic Susceptibility. The Hoe is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the Hoe makes a Constitution saving throw against the caster’s spell save DC. On a failure, it falls Unconscious for 1 minute.

False Appearance. While the Hoe is motionless, it is indistinguishable from an ordinary garden implement.

Overhead Chop. The Hoe deals an extra 5 (2d4) Bludgeoning damage to a target that has the Prone condition.

Actions

Chop. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage.

Break the Ground (Recharge 5–6). The Hoe works a 10-foot square of earth within 5 feet of it into loose furrows. That area becomes Difficult Terrain. Dexterity Saving Throw: DC 12, each creature in the area. Failure: 5 (2d4) Bludgeoning damage, and the target has the Prone condition.

Animated Watering Can

Small Construct, Unaligned

One of the implements the Gardener wakes when it wants hands, and the only one that isn’t trying to hurt anybody. It waters, and what it waters mends; it carries a fixed number of measures and will break off mid-fight to go and refill.

AC
14
Initiative
+1 (11)
HP
32 (5d6+15)
Speed
0 ft., Fly 25 ft. (hover)
AbilityScoreModSaveAbilityScoreModSave
STR10+0+0INT3−4−4
DEX12+1+1WIS10+0+0
CON16+3+3CHA1−5−5
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 60 ft., Passive Perception 10
CR
1 (XP 200; PB +2)

Traits

Antimagic Susceptibility. The Can is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the Can makes a Constitution saving throw against the caster’s spell save DC. On a failure, it falls Unconscious for 1 minute.

False Appearance. While the Can is motionless, it is indistinguishable from an ordinary garden implement.

Full. The Can holds 8 measures. Douse and Water each spend 1. When it is empty it can spend its action beside any water source to refill completely.

Actions

Spout. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage.

Douse. Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 7 (2d6) Acid damage. Success: Half damage. Spends 1 measure.

Water. One Plant the Can can sense within 20 feet regains 7 (2d6) Hit Points and ends one condition affecting it. Spends 1 measure.

Animated Scythe

Medium Construct, Unaligned

One of the implements the Gardener wakes when it wants hands, and the one that was always going to be dangerous. It works at reach, takes two at a stroke where two are standing close, and does not stay to trade.

AC
15
Initiative
+3 (13)
HP
45 (7d8+14)
Speed
0 ft., Fly 35 ft. (hover)
AbilityScoreModSaveAbilityScoreModSave
STR16+3+3INT3−4−4
DEX16+3+3WIS8−1−1
CON14+2+2CHA1−5−5
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 60 ft., Passive Perception 9
CR
2 (XP 450; PB +2)

Traits

Antimagic Susceptibility. The Scythe is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the Scythe makes a Constitution saving throw against the caster’s spell save DC. On a failure, it falls Unconscious for 1 minute.

False Appearance. While the Scythe is motionless, it is indistinguishable from an ordinary garden implement.

Whirl. The Scythe doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach.

Actions

Reap. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Slashing damage. If a second creature is within 5 feet of the first and also within the Scythe’s reach, that creature takes 5 (1d6 + 2) Slashing damage as the swing carries through.

Harvest Sweep (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 10-foot Emanation. Failure: 17 (5d6) Slashing damage. Success: Half damage. A creature reduced below half its Hit Point maximum by this also has its Speed halved until the end of its next turn.

Animated Hose

Large Construct, Unaligned

One of the implements the Gardener wakes when it wants hands. The hose is longer than it looks and only ever partly visible; it takes hold at twenty feet, pins whatever it has, and then simply keeps the water coming.

AC
14
Initiative
+2 (12)
HP
76 (9d10+27)
Speed
20 ft., Climb 20 ft.
AbilityScoreModSaveAbilityScoreModSave
STR18+4+4INT3−4−4
DEX14+2+2WIS10+0+0
CON16+3+5CHA1−5−5
Resistances
Bludgeoning
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 60 ft., Passive Perception 10
CR
3 (XP 700; PB +2)

Traits

Antimagic Susceptibility. The Hose is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the Hose makes a Constitution saving throw against the caster’s spell save DC. On a failure, it falls Unconscious for 1 minute.

False Appearance. While motionless, the Hose is indistinguishable from a coil of hose left on the ground. It is very long and only some of it is ever visible.

Coiled. The Hose ignores Difficult Terrain and can move through any opening large enough for a rope.

Actions

Multiattack. The Hose makes two Lash attacks, or one Lash attack and uses Pin.

Lash. Melee Attack Roll: +6, reach 20 ft. Hit: 11 (2d6 + 4) Bludgeoning damage, and if the target is Large or smaller it has the Grappled condition (escape DC 14). The Hose can Grapple up to two creatures at a time.

Pin. One creature the Hose is Grappling has the Restrained condition until the Grapple ends, and begins to drown: at the start of each of its turns it must succeed on a DC 14 Constitution saving throw or gain 1 level of Exhaustion as water is forced into its mouth and nose. A creature that doesn’t need to breathe is immune.

Pressure Jet (Recharge 5–6). Strength Saving Throw: DC 14, each creature in a 30-foot Line that is 5 feet wide. Failure: 21 (6d6) Bludgeoning damage, and the target is pushed 15 feet and has the Prone condition. Success: Half damage, no push.

Helpers

Everything here either works for the Gardener or has been drawn in by it, and unlike most of Chapter 5, all of it will come at the party, except for the Tithe-Crow, who doesn’t want to kill anyone. It wants something they’re carrying, and it will trade.

Under-Gardener

Medium Fey, Neutral Evil

The Gardener’s lieutenant, and a smaller, meaner draft of the same idea. It waits — it is very good at waiting — and it opens on whoever has not yet moved. Every plant in the field hits a little harder for its being there.

AC
16
Initiative
+4 (14)
HP
93 (11d8+44)
Speed
30 ft.
AbilityScoreModSaveAbilityScoreModSave
STR12+1+1INT12+1+1
DEX18+4+7WIS16+3+6
CON18+4+4CHA14+2+2
Immunities
Charmed, Frightened
Skills
Nature +7, Perception +6, Stealth +7
Senses
Darkvision 120 ft., Passive Perception 16
Languages
Common, Sylvan
CR
5 (XP 1,800; PB +3)

Traits

Patient. The Under-Gardener rolls Initiative with Disadvantage. On its first turn of a combat, the first time it hits a given creature that hasn’t yet taken a turn in this combat, that attack is a Critical Hit.

Tend the Row. Every Plant within 60 feet of the Under-Gardener deals an extra 1 damage on a hit.

Spellcasting

Casts using WIS as the spellcasting ability, spell save DC 14.

At Will: Druidcraft, Entangle

1/Day Each: Spike Growth

Actions

Multiattack. The Under-Gardener makes two Hand Sickle attacks.

Hand Sickle. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage plus 3 (1d6) Necrotic damage.

Bonus Actions

Slip the Hedge. The Under-Gardener teleports up to 30 feet to an unoccupied space it can see, provided that space is within 5 feet of a Plant creature.

Pruneling

Tiny Fey, Neutral Evil

A knee-high fey with a pair of shears and no scruples. Prunelings work in groups and always from hiding, and they are not trying to kill anyone — they are trying to cut something loose and run off with it. A pouch, a rope, a holy symbol. Whatever was tied on.

AC
14
Initiative
+3 (13)
HP
22 (5d4+10)
Speed
20 ft., Climb 20 ft.
AbilityScoreModSaveAbilityScoreModSave
STR8−1−1INT10+0+0
DEX16+3+3WIS12+1+1
CON14+2+2CHA13+1+1
Skills
Sleight Of Hand +5, Stealth +5
Senses
Darkvision 60 ft., Passive Perception 11
Languages
Common, Sylvan
CR
1/2 (XP 100; PB +2)

Traits

Spiteful Little Thing. The Pruneling has Advantage on attack rolls against any creature that has the Grappled, Prone, or Restrained condition.

Actions

Snips. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. On a Critical Hit, or on any hit against a target that is Grappled, Prone, or Restrained, the target makes a DC 12 Dexterity saving throw. On a failure, a strap, buckle, or fastening is cut and one item the target is carrying (but not wielding) falls to the ground.

Bonus Actions

Nimble Escape. The Pruneling takes the Disengage or Hide action.

Vanish (1/Day). The Pruneling has the Invisible condition for 1 minute or until it makes an attack roll.

Tithe-Crow

Small Fey, Chaotic Neutral

A small fey crow that has decided the garden is owed a tithe and has appointed itself collector. It never fights to kill: it takes one thing — a ring, a knife, a component pouch — and goes. It can also talk, which is usually how people learn what it took.

AC
15
Initiative
+5 (15)
HP
45 (10d6+10)
Speed
10 ft., Fly 60 ft.
AbilityScoreModSaveAbilityScoreModSave
STR8−1−1INT12+1+1
DEX20+5+7WIS14+2+2
CON12+1+1CHA16+3+3
Skills
Perception +6, Sleight Of Hand +9, Stealth +7
Senses
Darkvision 60 ft., Passive Perception 16
Languages
Common, Sylvan
CR
2 (XP 450; PB +2)

Traits

Flyby. The Tithe-Crow doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Mimicry. The Tithe-Crow can mimic any voice it has heard. A listener discerns the imitation with a successful DC 16 Wisdom (Insight) check.

One for the Hedge. The Tithe-Crow never fights to kill. It disengages and flees once it has taken something, or once it drops below half its Hit Points.

Actions

Beak. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d6 + 5) Piercing damage.

Snatch. Dexterity Saving Throw: DC 15, one creature within 5 feet. Failure: the Tithe-Crow takes one item of its choice that the target is carrying but not wielding, then flies up to half its Speed without provoking Opportunity Attacks.

Rookery Choir

Large Swarm Of Small Fey, Unaligned

Where there is one tithe-crow there are eventually forty. A rookery choir is the whole hedge emptying itself at once, in a storm of wings and noise that nobody inside it can see or think through.

AC
14
Initiative
+4 (14)
HP
90 (12d10+24)
Speed
10 ft., Fly 50 ft.
AbilityScoreModSaveAbilityScoreModSave
STR10+0+0INT6−2−2
DEX18+4+4WIS14+2+2
CON14+2+2CHA8−1−1
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Skills
Perception +4
Senses
Darkvision 60 ft., Passive Perception 14
Languages
Understands Common and Sylvan but can’t speak
CR
4 (XP 1,100; PB +2)

Traits

Swarm. The Choir can occupy another creature’s space and vice versa, and can move through any opening large enough for a Small Fey. It can’t regain Hit Points or gain Temporary Hit Points.

Blinding Flurry. Dexterity Saving Throw: DC 13, each creature that starts its turn in the Choir’s space. Failure: the Blinded condition until the start of its next turn.

Clamor. The Choir’s space and everything within 20 feet of it counts as a heavily distracting environment. Creatures there have Disadvantage on Wisdom (Perception) checks relying on hearing, and on Constitution saving throws made to maintain Concentration.

Actions

Beaks. Melee Attack Roll: +6, reach 0 ft., one creature in the Choir’s space. Hit: 18 (4d8) Piercing damage, or 9 (2d8) if the Choir is at half Hit Points or fewer.

Storm of Wings (Recharge 5–6). The Choir moves up to its Speed without provoking Opportunity Attacks. Dexterity Saving Throw: DC 13, each creature whose space it passes through. Failure: 14 (4d6) Slashing damage, and the Blinded condition until the end of its next turn. Success: Half damage, no blindness.

Gallows Rook

Large Fey, Neutral Evil

A rook the size of a horse that knows where every dying thing for a mile around is lying. It speaks in the voices of the recently dead, well enough to fool the people who knew them, and it uses them — a rook calling a name in a familiar voice is not being cruel, exactly. It is setting the table.

AC
17
Initiative
+4 (14)
HP
168 (16d10+80)
Speed
20 ft., Fly 80 ft.
AbilityScoreModSaveAbilityScoreModSave
STR20+5+5INT12+1+1
DEX18+4+8WIS16+3+7
CON20+5+5CHA14+2+2
Resistances
Necrotic
Immunities
Charmed, Frightened
Skills
Perception +7, Stealth +8
Senses
Darkvision 120 ft., Passive Perception 17
Languages
Common, Sylvan
CR
9 (XP 5,000; PB +4)

Traits

Flyby. The Rook doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Mimicry. The Rook can mimic any voice it has heard, including the voices of the recently dead. A listener discerns the imitation with a successful DC 18 Wisdom (Insight) check.

Carrion Sense. The Rook knows the direction and rough distance of any corpse or creature at 0 Hit Points within 1 mile.

Actions

Multiattack. The Rook makes two Talons attacks and one Beak attack.

Talons. Melee Attack Roll: +9, reach 10 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is Large or smaller, it has the Grappled condition (escape DC 17). The Rook can Grapple one creature at a time.

Beak. Melee Attack Roll: +9, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage plus 9 (2d8) Necrotic damage.

Bonus Actions

Carry Off. The Rook flies up to half its Speed without provoking Opportunity Attacks, taking any creature it is Grappling with it. If it ends this movement airborne and releases the creature, that creature falls.

Reactions

Ill Omen. Trigger: A creature the Rook can see within 60 feet makes an attack roll or a saving throw. Response: The Rook croaks once, and the triggering roll has Disadvantage.