OpenFray

Chapter 7

The Perennial

The First Furrow. Mother Root. The thing every garden is a cutting from.

Every plant in this library is descended from it, and most of them are literally of it — a Pumpkin King is a bud that got away, a Harvest Crown is a severed runner that took. The Perennial has been in the ground since before the ground was farmed, and it has been patiently teaching the world to cultivate itself ever since. Gardens are not something people do to it. Gardens are how it spreads.

It does not need to be met; that is the point of it. As the one encounter that recontextualizes the entire library: the party walks into a valley and finds every species they have ever fought grafted into a single body, and the body knows their names, because it has been watching through every stem they ever cut.

Running the Perennial

It is not built to be a surprise. The fight assumes a party that has killed at least two Stage 3 creatures and seen the scar where something was cut away from each. The Grafts table is the payoff: every ability it uses is one they have already survived, stitched onto something ten times larger.

The Grafts are meant to be recognized. Each is written to be announced rather than rolled in secret — the fire is the Pumpkin King’s, the obscuring rows are the Harvest Crown’s — and the recognition is what the encounter is built on.

It isn’t malicious. Neutral alignment is deliberate. The Perennial has no grievance against anyone; it is doing agriculture at a scale where people are a soil amendment. It will talk, at length, and it is genuinely curious about what the party thinks it should do instead. Nothing they say will change anything.

The Challenge Rating assumes the valley. At CR 22 against five 18th-level characters this is a hard fight rather than a lethal one, with the Beds actively spawning. Two Stage 3 creatures already on the board make it deadly at 20th level: Sovereign of the Soil grants them Advantage and +6 damage, and that trait carries the real threat, not the Rend numbers.

The seed. The encounter is built to end with someone holding it. It is warm.

Regional Effects

Within 6 miles of the Perennial:

  • Every garden, field, allotment, and window box produces at least one waking plant per season. Nobody local finds this remarkable any more.
  • All plants — ordinary and otherwise — turn to face the Perennial’s valley at dawn, regardless of where the sun is.
  • Anyone who eats produce grown in the region dreams of being buried, and finds it deeply comforting.
  • Plant creatures within the area can’t be Charmed, commanded, turned, or spoken to by any effect that isn’t the Perennial’s. Speak with Plants returns only one voice, and it is not the plant’s.

If the Perennial is ended for good, these fade over a full year — one season at a time, in reverse.

Perennial

Gargantuan Plant, Neutral

Every waking vegetable is a cutting from the Perennial, and most of them are literally of it — a Pumpkin King is a bud that got away, a Harvest Crown a severed runner that took. It has been in the ground since before the ground was farmed, and it has spent that time teaching the world to cultivate itself: gardens are not something people do to it, gardens are how it spreads. Its body is a graft of every species that ever woke, and it wears them in turn, one shape at a time, changing with the season or the hour as it pleases. It is not malicious. It has no grievance with anyone; it is doing agriculture at a scale where people are a soil amendment, and it is genuinely curious about what anyone thinks it should do instead. Killing it collapses it into a single warm seed. Ending it is a different problem.

AC
20
Initiative
+14 (24)
HP
444 (24d20+192)
Speed
20 ft., Burrow 30 ft.
AbilityScoreModSaveAbilityScoreModSave
STR28+9+9INT20+5+5
DEX10+0+7WIS24+7+14
CON26+8+15CHA22+6+13
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
Skills
Insight +14, Perception +14
Senses
Tremorsense 1 mile, Truesight 120 ft., Passive Perception 24
Languages
Common, Sylvan, Druidic, telepathy 1 mile (with Plants only)
CR
22 (XP 41,000; PB +7)

Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the Perennial fails a saving throw, it can choose to succeed instead.

Grafted of Every Garden.

The Perennial’s body is a composite of every cultivated thing that has ever woken. At the start of each of its turns it chooses (or rolls for) one Graft from the table below. It keeps that Graft until it chooses another.

d12GraftEffect until the Perennial’s next turn
1GourdIts attacks deal an extra 10 (3d6) Fire damage. It is Immune to Fire.
2OnionCreatures in a 30-foot Emanation have Disadvantage on attack rolls against it.
3MaizeThe ground in a 60-foot Emanation is Difficult Terrain and Heavily Obscured for everyone but the Perennial.
4CabbageIt gains 50 Temporary Hit Points and Resistance to all damage.
5TomatoRend gains reach 40 ft., and a creature it hits has the Grappled condition (escape DC 22).
6PotatoIt can use Drag Under (see Actions) as a Bonus Action.
7GarlicIts attacks deal Radiant instead of Bludgeoning damage, and Undead in a 60-foot Emanation have the Incapacitated condition.
8ChiliIts Speed doubles, and it can take the Dash action as a Bonus Action.
9AsparagusA creature that enters a 20-foot Emanation for the first time on a turn takes 21 (6d6) Piercing damage.
10PeaAt the start of each of its turns, a Podswarm splits from its flank into an unoccupied space within 20 feet.
11CarrotRend deals an extra 10 (3d6) Piercing damage, and a creature it hits has the Restrained condition (escape DC 22).
12GingerEach creature that starts its turn within 30 feet has its Speed halved and can’t take Reactions until the start of its next turn.

Sovereign of the Soil. Every Plant within 1 mile obeys the Perennial and can’t be Charmed, commanded, or turned by anyone else. Plants within 120 feet of it have Advantage on attack rolls and deal an extra 6 damage on a hit.

The Season Turns. When the Perennial first becomes Bloodied, its trunk splits along every graft line at once. It immediately chooses a new Graft, Harvest recharges, and for the rest of the encounter it maintains two Grafts simultaneously, choosing both at the start of each of its turns.

The Perennial Returns. If the Perennial is reduced to 0 Hit Points, its body collapses into a single seed. It regrows at full Hit Points in the same place at the next equinox — unless, within 24 hours, the ground it died on is salted, burned to bedrock, and consecrated.

Actions

Multiattack. The Perennial makes three Rend attacks and uses Speak the Green Word.

Rend. Melee Attack Roll: +16, reach 20 ft. Hit: 31 (4d10 + 9) Bludgeoning damage, plus any rider from its current Graft.

Speak the Green Word. Wisdom Saving Throw: DC 21, each creature in a 60-foot Emanation. Failure: 33 (6d10) Psychic damage, and the target has the Incapacitated condition until the end of its next turn as it briefly understands what it is standing on. Success: Half damage only.

Drag Under. Strength Saving Throw: DC 22, up to two creatures within 20 feet. Failure: the target is pulled into the earth. While buried, it has the Restrained and Blinded conditions, has Total Cover from outside effects, can’t breathe, and takes 27 (6d8) Bludgeoning damage at the start of each of its turns. It escapes with a DC 20 Strength (Athletics) check, surfacing Prone within 5 feet.

Harvest (Recharge 5–6). The Perennial takes back what it lent. Constitution Saving Throw: DC 21, each creature in a 60-foot Emanation. Failure: 66 (12d10) Necrotic damage, and the target’s Hit Point maximum is reduced by that amount until it finishes a Long Rest. Success: Half damage, no reduction. The Perennial regains Hit Points equal to half the total damage this deals.

Legendary Actions (3/round)

Immediately after another creature’s turn, this creature can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.

Rend. The Perennial makes one Rend attack.

Regraft. The Perennial changes its current Graft. If The Season Turns is active, it changes both. The Perennial can’t take this action again until the start of its next turn.

Call the Beds. Four Stage 1 plants, or one Stage 2 plant, rise from the soil in unoccupied spaces within 120 feet, acting on the Perennial’s Initiative. The Perennial can’t take this action again until the start of its next turn.