Blights

Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.

Jump to: Needle Blight | Twig Blight | Vine Blight

Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire’s evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.

Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.

In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days.

Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree’s control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor’s old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil.


Needle Blight

In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh.

When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes' location, needle blights converge from all sides to drench their roots in blood.

Environment

Arctic, Astral, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Underwater, Urban, Summoned/Conjured

Token

Needle Blight

Medium plant, neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities blinded,deafened
  • Skills
  • Senses blindsight 60 ft. (blind beyond this radius),passive Perception 9
  • Languages understands Common but can't speak
  • Challenge 1/4

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.


Twig Blight

Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight's branches twist together to form a humanoid-looking body with a head and limbs.

Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area's natural vegetation or with piles of debris or firewood.

Given how dry they are, twig blights are particularly susceptible to fire.

Environment

Arctic, Astral, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Underwater, Urban, Summoned/Conjured

Token

Twig Blight

Small plant, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities fire
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities blinded,deafened
  • Skills Stealth +3
  • Senses blindsight 60 ft. (blind beyond this radius),passive Perception 9
  • Languages understands Common but can't speak
  • Challenge 1/8

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


Vine Blight

Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking.

Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master's voice, taunting victims or bargaining with powerful foes.

Environment

Arctic, Astral, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Underwater, Urban, Summoned/Conjured

Token

Vine Blight

Medium plant, neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities blinded,deafened
  • Skills Stealth +1
  • Senses blindsight 60 ft. (blind beyond this radius),passive Perception 10
  • Languages Common
  • Challenge 1/2

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.

Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.