Tuberkith

Small plant, any

Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
8 (–1) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 9 (–1)

Skills Nature +2 Perception +3, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 1/4 (50 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Deep Roots. The tuberkith has advantage on Strength and Dexterity saving throws made against effects that would move it against its will along the ground.
  • Dozens of Eyes. The tuberkith has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the tuberkith isn’t blinded, creatures attacking it can’t benefit from traits and features that rely on a creature’s allies distracting or surrounding the tuberkith, such as the Pack Tactics trait or Sneak Attack feature.

ACTIONS

  • Peeler. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Masher. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be forced prone.

ABOUT

A stout, potato-shaped humanoid hums happily as it pushes its wheelbarrow filled with radishes through a recently harvested field.

Tuberkith are root vegetables given sentience by fey magic.

After a rural village offended the local fey court, its unseelie ruler condemned the villagers to watch their year’s harvest uproot itself and walk away, leaving them to starve. Potatoes, beets, yaro, and yams crawled free from the soil and strolled about the village. The fey lord’s curse did not work out as intended: Instead of fleeing into the surrounding wilderness, the tuberkith became quite social. They exhibited a natural predisposition for managing crops and happily supported the villagers’ farming efforts in growing additional food. The tuberkith settled among the villagers and formed families, becoming a blessing in the long run.

Friends in the Field. Tuberkith form strong relationships with the communities around them, who cherish the tuberkith’s natural connection to the fields they work. They seem to especially enjoy working with humans, halflings, and erina.

Planting Offspring. When reproducing, both tuberkith parents plant an eye in the ground. The parents tend to the burgeoning roots for three months, then they pull the new offspring from the ground.

Defensive Weapons. Like other cultures, tuberkith have developed weapons to defend themselves from predators and foes. The tuberkith wield two-handed mashers, which can knock their foes to the ground, while allies use one-handed peelers to effortlessly slice flesh from the prone enemies.

When five or more tuberkith settle in an area and work farmland, planting and harvesting crops, for at least one season, the plants within 5 miles of the tuberkith’s farm become healthier and enriched. Such plants are immune to nonmagical blights, diseases, and poisons, and they have advantage on saving throws against magical blights, diseases, and poisons. In addition, these plants produce half again the normal amount of food when harvested. Once active, this effect remains as long as at least one tuberkith continues to work at least one acre of farmland in the area each season.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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