Grymclover Forests
Grymclover Forests
Grymclover Forests
GRYMCLOVER
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FORESTS
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Becoming Lost
CORRUPTED CREATURES d8 Setback
Beasts, monstrosities, and even plants that venture into 1 Completely lost, the party gets turned around and
a grymclover forest will sometimes become suffused ends the day at the edge of the forest where they
by the area’s corrupting magic, twisting them with initially entered.
mystifying effects. At your discretion, you can use the
2–7 Confused and wandering, the party ends the day
following table to determine how a creature may have
up to 2d4 miles in a random direction away from
been warped by the corruption.
their intended destination for that day.
Example Corrupted Creatures Table 8 Despite getting lost, the party recovers and ends
the day only 1d4 miles away from their intended
d6 Adventure Hook
destination for that day.
1 The creature can use a bonus action to turn
invisible, as if by the invisibility spell.
FOR AGING AND RESOURCES
2 The creature can use an action to cast a The adverse effects that cause a grymclover forest to emerge
1st-level spell at will, such as bane, entangle, provide additional danger by corrupting sources of clean
inflict wounds, or magic missile. water and food. A foraging character makes a DC 15 Wisdom
3 The creature regains 5 hit points at the start (Survival) check. There’s a 50 percent chance that any food
of its turn if it has at least 1 hit point. If the or water found in these forests has been corrupted. A DC 15
creature takes radiant damage, this trait Intelligence (Nature) or Wisdom (Survival) check or detect
doesn’t function at the start of its next turn. poison and disease spell reveals if any foraged food or water
4 The creature is covered in dense brambles, has been corrupted. A creature that ingests corrupted food
which grant it a +2 bonus to AC and deals or water in this way must roll on the Corrupted Foraged Food
1d6 piercing damage to any creature that and Drink table.
grapples it or is grappled by it at the start of
each of its turns. Corrupted Foraged Food and Drink
d6 Corruption
5 The creature has telepathy out to 120 feet
and is aware of the presence of creatures 1 The creature is poisoned for 3d4 hours, even if
within that range that have an Intelligence they would normally be immune to the poisoned
score of 4 or higher. It knows the distance condition.
and direction to each creature.
2–5 The creature is poisoned for 1 hour, even if they
6 The creature has increased pain tolerance, would normally be immune to the poisoned
gaining 30 temporary hit points whenever it condition.
finishes a short or long rest. If another crea-
6 The creature gains no beneficial effects from the
ture hits it with a melee attack while it has
food or water but suffers no other ill effects.
these hit points, the attacker takes 5 necrotic
damage.
WEATHER PAT TERNS
Because grymclover forests can form regardless of climate
NAVIGATION or precipitation, weather patterns vary wildly from forest to
forest. However, they do usually experience harsher weath-
Finding your way through a forest that’s been mutated like er patterns than the surrounding region. They tend to face
this is exceptionally difficult due to the dense brambles, harsher rainfall (or snowfall) than other regions, making
thick canopy, and low visibility. When a character makes a for slick and sticky travel and are universally plagued by
Wisdom (Survival) check to navigate to a specific location climate-defying fog.
within the forest, roll on the Grymclover Navigation DCs ta-
ble. On a failed check, the character becomes lost and suffers
a setback determined by the Becoming Lost table. ENCOUNTERS
Due to its many dangerous effects and denizens, adventur-
G r y m c l o v e r N a v i g a t i o n DC s ing parties traveling through one of these forests roll a d20
DC Location three times per in-game day. An encounter occurs on a roll
of 18 or higher while stationary or traveling at a normal pace.
15 A location on the outskirts of the wood, or near a Traveling at a fast pace triggers a random encounter on a 16
larger settlement or higher, and a slow pace triggers only on a 20.
20 A location near the center of the forest or steeped The outskirts of the forest have a 75% chance of using an
in Corruption, like most dungeons and ruins are encounter table and creatures typical to the surrounding
region, and a 25% chance of using the encounter table and
25 A location that is lost or hidden, such as a portal corrupted creatures found below. Towards the center of
to the Fey or Shadow planes, a secret settlement, the forest, there is a 75% chance to encounter a corrupted
or a magically cloaked dungeon or ruin encounter, and only a 25% chance to encounter normal one
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RUINS AND DUNGEONS inside. Its eventually discerning features and consciousness
develop over time, but the memories of its previous lives
At the core of a grymclover forest is always some sort of ruin
rarely return. If anything, such memories can burble into
or abandoned crypt that serves as the leeching source of the
the subconscious through perplexing dreams or moments of
area’s corrupting magic. Some forests have been known to
déjà vu.
have multiple sources, as such dangerous magic is infamous
This relationship between ooze and undead is considered
for attracting like-minded practitioners. These dungeons
unique to grymclover forests, although there’s no telling
may still be in use by a powerful foe, although typically the
what manner of experiments might occur in the lairs of cu-
original owner is long gone. Consider rolling twice on the ta-
rious necromancers. The resulting geleton is neither undead
ble below to separately determine the creator of the dungeon
nor ooze, but is, in fact, humanoid. In any case, due to the
and the current inhabitants.
extreme dangers of such places, it’s far more likely that a ge-
When designing a dungeon within one of these forests,
leton will perish as quickly as they are created than it is that
make sure your players are reminded of the oppressive mag-
they escape and find safety.
ical influence of the sickly corruption, and the weather-defi-
ant, ever-swirling fog that obscures their vision. Dungeons
centered on themes of fallen heroes, limitless ambition, and EXAMPLE TREASURE
the ferocity of nature are particularly well-suited to them.
Adventurers in and around a grymclover forest can be
rewarded with plant-based items like the acorn charm, dry-
SETTLEMENTS adleaf, fortune’s flower, grass carpet, homeroot, luckleaf, seed of
rebirth, sovereignseed satchel, spire seed, staff of the four seasons,
The very few settlements that form within a grymclover
tear of gaia, tethervine quiver, or trident of the dryad, ooze-re-
forest are motivated by extremes. Alliances form and shatter
lated items like the Frefil’s jolly oozebean sugarbombs, gelat-
regularly as each individual wages a war within their heart
inous whip, staff of cubic cultivation, and sundersludge net, or
and mind. Such settlements are easily identifiable by their
undead-based items such as the boots of Dendallen, deathly di-
universal atmosphere of suspicion and bated breath. They
adem, eye of Dendallen, flesh of Dendallen, grasping staff, greaves
can also be recognized by their atypical and contradictory
of Dendallen, grip of Dendallen, mask of Dendallen, Ogramau’s
architecture—they have to constantly rebuild and repair
graveyard, shadow weaver’s guise, shaedenstaff, underworld
their structures because construction materials rot and erode
asphodel regalia, and urnblade. Of course, any other cursed or
much faster than normal. As a result, each building looks
corruptive items could also be a perfect fit for adventurers
either brand new or as if it has been neglected for decades.
there.
SUGGESTED INHABITANTS
Individuals that settle in these forests are usually outcasts
from society. They may be ambitious mages or bandits GRYMCLOVER FORESTS
seeking their fortunes, or simple hermits seeking solitude.
Even the wisest, centered creatures, such as elves or druids, STAT BLOCKS
can yield to their more violent instincts under the forest’s in-
fluence. Indeed, trust is as precious as it is dangerous among ARCHER FLOWER
those that scrape together a life here.
While most plants within a grymclover forest can pose an
Because only the most resolute can withstand the forests’
ample threat to the unwary, archer flowers are notorious-
corruptive forces, characters traveling in a grymclover forest
ly dangerous. They grow parasitically on tree roots, with
may occasionally meet other would-be heroes or fledgling
budding flowers aimed at the canopy. Doing so ensures that
adventurers. Realizing their folly, some of these individuals
climbing or flying creatures can be knocked down by their
may attempt to establish a small village or outpost, though
highly caustic spit; landing directly into their flytrap-like
they seldom remain in one place for too long, and often,
maws.
despite their best efforts, often crumble to the region’s dark
magic and corruptive influences.
BRAMBLE CREEPER
GELETONS In these forests, the sound of rustling underbrush is almost
By the very nature of these forests, oozes that reside there are always a dangerous omen. Bramble creepers take on the cam-
likely to encounter some form of necromantic magic one day. ouflaged appearance of briar clusters and are carnivorous,
When that happens, it’s possible for a skeleton absorbed and ambushing predators. These large plant creatures use their
suspended within the ooze to be subjected to an unexpected thorny vines to pierce and ensnare their prey, piercing and
spark of undeath, which typically turns it into a mindless suffocating them into submission.
thrall bound to servitude. However, when there isn’t a source
to bind such a thrall to, the ooze can spontaneously latch
onto it and form a symbiotic relationship with the undead
instead. The result of this is called a geleton.
When a geleton is born, reborn, or otherwise created
in this way, its gelatinous exterior assumes a featureless,
humanoid form that supports the movements of the skeleton
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 1 (–5) 8 (–1) 1 (–5) 18 (+4) 12 (+1) 14 (+2) 1 (–5) 6 (–2) 1 (–5)
False Appearance. While the flower remains motionless, it Ambusher. The creeper has advantage on attack rolls
is indistinguishable from a normal shrub. against any creature it has surprised.
Rooted. The flower is unaffected by forced movement and False Appearance. While the creeper remains motionless,
can’t be detached while it lives. If the flower is rooted to it is indistinguishable from normal cluster of vines.
a wall or ceiling, it doesn’t need to make ability checks to
Spider Climb. The creeper can climb difficult surfaces,
maintain its grip.
including upside down on ceilings, without needing to
make an ability check.
ACTIONS
Thorns. At the start of each of its turns, the creeper deals 7
Flytrap. Melee Weapon Attack: +4 to hit, reach 5 ft., one (2d6) piercing damage to any creature grappling it, or that
target. Hit: 5 (1d6 + 2) piercing damage, and the target is it has grappled.
grappled (escape DC 12).
Acid Spit. One creature within 60 feet of the flower that ACTIONS
the flower can see must make a DC 13 Dexterity saving
Multiattack. The creeper makes two attacks with its stran-
throw. A creature that fails its save takes 4 (1d8) acid
gling bramble. It can’t make both attacks against the same
damage and is knocked prone. If the creature is climbing,
target.
it instead loses its grip and falls. On a successful save, the
creature takes half as much acid damage and suffers no Strangling Bramble. Melee Weapon Attack: +6 to hit, reach
other effects. 10 ft., one Large or smaller target. Hit: 7 (1d6 + 4) blud-
geoning damage, and the target is grappled (escape DC
14). Until this grapple ends, the target is restrained and
at risk of suffocating. If the creeper is grappling a Large
creature, or two Medium or smaller creatures, it can’t use
this attack against another creature.
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CLOVERBACK TOAD
Named for the grymclover forests from where they originat-
ed, cloverback toads are unusually large amphibians with an Cloverback Toad
acidic mucus coating on their skin. To make matters worse, Medium beast, unaligned
paralyzing, toxic barbs grow on the tongues of these crea-
Armor Class 13 (natural armor)
tures, which they use as debilitating projectiles. For obvious
Hit Points 27 (5d8 + 5)
reasons, the cloverback toad’s acidic mucus and toxic barbs
Speed 30 ft., climb 20 ft., swim 20 ft.
are also sought-after ingredients for use in deadly poisons.
PSYBIRD
When a grymclover forest mutates birds, they usually mutate
into psybirds. These avian monstrosities grow remarkable
and varied plumage, which they use to hypnotize their prey
after luring them in with telepathic cries of pain and suffer-
ing. Individual psybirds will sometimes flock together in
small groups (called nightmares), but scholars suspect that
if enough were to ever band together as a larger, permanent
flock, the resulting carnage would be devastating.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 21 (+5) 7 (–2) 8 (–1) 11 (+0) 16 (+3) 13 (+1) 17 (+3) 10 (+0) 9 (–1) 12 (+1)
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Grymhare Grym-Mage Tyrannosaur
Medium aberration, neutral evil Huge monstrosity, neutral evil
Armor Class 17 (natural armor) Armor Class 13 (natural armor, 16 with barkskin)
Hit Points 93 (11d8 + 44) Hit Points 147 (14d12 + 56)
Speed 30 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 19 (+4) 7 (–2) 12 (+1) 16 (+3) 23 (+6) 10 (+0) 18 (+4) 6 (–3) 13 (+1) 14 (+2)
Saving Throws Con +7, Wis +4, Cha +6 Saving Throws Cha +6
Skills Perception +4 Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing Senses passive Perception 15
from nonmagical attacks Languages —
Condition Immunities charmed, frightened, prone Challenge 10 (5,900 XP)
Senses darkvision 120 ft., passive Perception 14
Languages — Enraged Casting (Recharge 4–6). While the tyrannosaur
Challenge 7 (2,900 XP) has half of its hit points or fewer, it can cast one of its
innate spells as a bonus action, even if the normal casting
Shapechanger. The grymhare can use a bonus action to time for that spell is an action.
polymorph into a Tiny rabbit, or back into its true form,
Magic Resistance. The tyrannosaur has advantage on
which is Medium. Its statistics, other than its size and its
saving throws against spells and other magical effects.
available actions, are the same in either form. It reverts to
its true form if it dies. Innate Spellcasting. The tyrannosaur’s innate spellcasting
ability is Charisma (spell save DC 14, +6 to hit with spell
Grappler. The grymhare has advantage on attack rolls
attacks). The tyrannosaur can innately cast the following
against any creature grappled by it.
spells, requiring only somatic components:
Keen Hearing and Smell. The grymhare has advantage on
At will: barkskin* (self only), eldritch blast, false life
Wisdom (Perception) checks that rely on hearing or smell.
2/day each: hellish rebuke, inflict wounds, misty step, pass
Magic Resistance. The grymhare has advantage on saving without trace, spike growth
throws against spells and other magical effects.
*The tyrannosaur casts barksin before combat
Surprise Attack. If the grymhare surprises a creature and
hits it with a beak attack during the first round of combat, ACTIONS
the target takes an extra 14 (4d6) damage from the attack.
Multiattack. The tyrannosaur makes two attacks: one with
its bite and one with its tail. It can’t make both attacks
ACTIONS
against the same target.
Multiattack. The grymhare makes one attack with its ten-
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
tacles against each creature of its choice within its reach
target. Hit: 32 (4d12 + 6) piercing damage. If the target is
simultaneously. It then makes one beak attack.
a Medium or smaller creature, it is grappled (escape DC
Beak (True Form Only). Melee Weapon Attack: +6 to hit, 16). Until this grapple ends, the target is restrained, and
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. the tyrannosaur can’t bite another target.
Bite (Rabbit Form Only). Melee Weapon Attack: +6 to hit, Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. target. Hit: 19 (3d8 + 6) bludgeoning damage.
Tentacle (True Form Only). Melee Weapon Attack: +6 to
hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage. If the target is Medium or smaller, it is grappled
(escape DC 14) and the grymhare pulls it up to 5 feet
straight toward it.
6 (–2) 14 (+2) 10 (+0) 4 (–3) 16 (+3) 8 (–1) 1. Hazy Sight. The creature is unable to see with any defini-
tion further than 10 feet from itself. The affected creature
Damage Resistances psychic is considered to be blinded to any creature or object
Condition Immunities charmed further than 10 feet from itself, as they appear to it only
Senses passive Perception 13 as blurry, amorphous blobs of color.
Languages telepathy 60 ft.
2. Confusion. The creature suffers the effects of the confu-
Challenge 1/2 (100 XP)
sion spell, though the psybird doesn’t need to maintain
concentration on it. The affected creature can repeat its
Flyby. The psybird doesn’t provoke opportunity attacks when
save at the end of each of its turns, ending the charm on
it flies out of an enemy’s reach.
itself on a success.
Limited Telepathy. The psybird doesn’t understand any
languages, but can communicate telepathically with 3. Stupefaction. The creature suffers disadvantage on all
other creatures it chooses within its telepathy range. This attack rolls and ability checks it makes that use either
telepathy can convey emotions or fleeting sensory memories, Intelligence, Wisdom, or Charisma. The creature also
such as faint echoes of sounds it has heard, or flashes of temporarily forgets any languages it knows except for the
images it has seen. one it has known the longest.
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For now, the only thing that mattered was sitting still, resting,
and staying safe. Terrible, hungering things crept in the shadows
outside, and this life grew more and more precious to them with
each passing day.
So until they needed to move again, it was best to enjoy the com-
forts of home and hold their book. The faded echoes of lost memories
touched Jayess’ mind as they caressed the book’s cover, and as they
thought of everything its pages might have once said, they began to
imagine the future that they could write in it instead.
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