Ramarie, Common

Family: Ramarie

Medium fey (enrooted), unaligned

Armor Class 8
Hit Points 90 (12d8 + 36); Wound Threshold N/A
Speed 20 ft., climb 20 ft.

11 (+0) 6 (-2) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Cha +5
Skills Nature +4, Survival +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, frightened
Senses blindsense 60 ft. (blind beyond this radius), passive Perception 12
Languages understands Sylvan but can’t speak
Challenge 3 (700 XP)


  • Amorphous. The ramarie can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat).
  • Choking Spores. When a creature enters within 10 feet of the ramarie for the first time on a turn or starts its turn there, the creature must succeed on a DC 13 Constitution saving throw or become poisoned and mute for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Choking Spores for the next 24 hours.
  • Innate Spellcasting. The ramarie’s innate spellcasting ability is Charisma (spell save DC 13). The ramarie can innately cast the following spells, requiring no material components:


  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (3d8) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained. The plentiful ramarie cannot simultaneously grapple more than four creatures.


A ramarie is often mistaken for a simple plant, and for good reason: its appearance is that of a perpetually evolving fungal mass; a multitude of mushrooms too abundant to be numbered, growing, swelling, rotting, and regrowing in a perpetual cycle visible to the naked eye. Permanently surrounded by a cloud of spores, heralded by wet squelching and by a strong, conspicuous fungal smell, it spreads proliferating flora across the Netherworld.

The purpose of a ramarie is to spread life. It brings humidity and sometimes even makes springs burst forth. The spores that it carries drop lichens and mushrooms that grow at an accelerated rate on the rock and soil as long as the ramarie is present, thus quickly forming a fertile layer that serves as compost for moss, ferns, and other subterranean plants.

The passage of this enrooted fey is seen sometimes as a curse, sometimes as a blessing.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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