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Dirt-Under-Nails

Medium plant, Neutral Evil

Armor Class 12

Hit Points 78 (12d8 + 24)

Speed 30 ft.

STR 10 (+0)
DEX 14 (+2)
CON 15 (+2)
INT 12 (+1)
WIS 12 (+1)
CHA 18 (+4)

Saving Throws WIS +4, CHA +7

Skills Arcana +4, Deception +7, Persuasion +7, Religion +4

Damage Resistances [object Object]

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages telepathy 60 ft.

Challenge 7

Dark One's Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.

Regeneration. Dirt-Under-Nails regains 10 hit points at the start of his turn if he is in contact with the ground. If Dirt-Under-Nails takes fire damage, this trait doesn't function at the start of his next turn. Dirt-Under-Nails dies only if he starts his turn with 0 hit points and doesn't regenerate.

Shared Senses. Dirt-Under-Nails can see and hear what any plant within 120 ft can see and hear. In addition, Dirt-Under- Nails can communicate telepathically with any plant within this range.

Special Equipment (+2 Rod of the Pact Keeper). While holding this rod, Dirt-Under-Nails gains a +2 bonus to spell attack rolls and to the saving throw DCs of his warlock spells (included in modifications, below). In addition, he can regain 1 warlock spell slot as an action while holding the rod. He can't use this property again until he finishes a long rest.

Tree Stride. Once on each of its turns, Dirt-Under-Nails can use 10 feet of his movement to step magically into one copse of mushrooms within 5 feet of him and emerge from a second copse of mushrooms within 60 feet of it, appearing in an unoccupied space within 5 feet of the second copse. Both copses of mushrooms must be Large or bigger. Dirt-Under-Nails doesn't need to be able to see the second copse to use this ability.

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.

Source

RtG, p. 32