Griefgall

Tiny plant, neutral evil

Armor Class 14
Hit Points 40 (9d4+18)
Speed 5 ft., burrow 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
4 (-3) 19 (+4) 14 (+2) 4 (-3) 15 (+2) 15 (+2)

Skills Perception +6, Stealth +8
Damage Resistances bludgeoning, piercing
Senses passive Perception 16
Languages Deep Speech (through host)
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Cold Lethargy. A griefgall that takes cold damage, until the end of its next turn, can’t use reactions, and on its turn, it can use either an action or a bonus action, not both, and it can’t make more than one melee or ranged attack.
  • Germinate (1/Day). A parasitizing griefgall can devour its host’s emotions for 1 hour, dealing 5 (2d4) psychic damage. After this psychic feasting, it germinates an attached seedling that must be implanted into a new host within 1 week or perish. A griefgall can have no more than one seedling at a time.
  • Hidden. A griefgall that is motionless is completely concealed by its host.
  • Innate Spellcasting: The griefgall’s innate spellcasting ability is Charisma (spell save DC 12). The griefgall can innately cast the following spells, requiring no material components:

ACTIONS

  • Tendrils. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 1 piercing damage and the target must make a DC 12 Constitution saving throw. On a failure, the creature is paralyzed for 1 minute. At the end of each of its turns, a creature can make a new saving throw; on a success, it is no longer paralyzed.
  • Parasitize. A griefgall can implant itself or a seedling inside an adjacent helpless or willing humanoid’s throat. An implanted seedling becomes a fully grown griefgall in 1 minute, during which time the seedling can be removed by a creature other than the target with a successful DC 20 Wisdom (Medicine) check. An implanted griefgall’s filaments infiltrate the host’s nervous system, controlling the host. This control is not prevented by protection from good and evil or similar effects, nor does the host receive saving throws to resist control. Each day, the griefgall deals 2 (1d4) psychic damage to its host by feeding on its emotions. The griefgall shares the same space as its host without detriment to either, uses its flowers to see and hear, and can attack independently of its host, including with its tendrils from within the host’s mouth. Area spells affect both the griefgall and the host. An opponent can attack just the griefgall, with disadvantage on the attack roll. If a parasitizing griefgall is slain, its host falls unconscious for 1d4 hours, during which time the griefgall’s filaments wither away, enabling it to be removed without harming the host. Removing it before this occurs requires 1d4 minutes and a successful DC 25 Wisdom (Medicine) check or the host is permanently paralyzed. The griefcall issue commands to the parasitized creature (no action required), which it does its best to obey. The griefgall can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction, it defends and preserves itself to the best of its ability. The griefgall can use its action to take total and precise control of the target. Until the end of its next turn, the creature takes only the actions the griefgall chooses, and doesn’t do anything that it doesn’t allow it to do. During this time the griefgall can also cause the creature to use a reaction, but this requires it to use its own reaction as well.

ABOUT

Griefgalls are pitiless psychic parasites that feed on emotions. Their bodies appear as tiny, squirming plant pods that closely resemble grubs.

Long tendrils sprout from the pod, tipped with thorns that drip a paralytic sap. A griefgall and the other griefgalls that sprout from its seedlings often form twisted family units by congregating in abandoned houses in sprawling urban areas. An elder griefgall, identifiable because it sprouts more and more tendrils as it ages, takes on the role of a matriarch.

Implant. Shorter, blossoming filaments allow the creatures to see and hear. A griefgall must be implanted into a humanoid, and it quickly grows to full size, but can’t survive more than a week without a humanoid host. It attempts to conceal its body and tendrils within the host’s mouth.

By extruding its filaments through the victim’s neck and scalp, it externalizes its sensory organs, disguising them as a flowery headdress or garland entwined with the victim’s hair.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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