Gloweed
Gloweed
Mundane; material
Region: Dungeons, Underland Realm (caves, dungeons, underlands)
Gloweed is a bioluminescent vine that is easily spotted by the faint bluish glow that it emits. Adventurers who succeed at a DC 13 Nature check recall that gloweed maintains its faint glow for a time after being harvested. Players who harvest the gloweed gain a light source that can be carried or attached to weapons or staves that lasts for 1 hour and casts dim light in a 10-foot radius.
Frostbud
Frostbud
Magical; material
Region: Frozen Wastes, Lofty Mountains (freezing or near-freezing climates)
This shrub produces flowers that resemble ice-blue roses that are seemingly frozen in time. Adventurers who succeed on a DC 16 Nature check learn that frostbuds are, in fact, flowers that are frozen solid, and that when they are thrown against a hard surface they shatter. However, they cannot survive outside of freezing or near-freezing temperatures, and will melt if removed from their natural habitat. A DC 16 Survival
or herbalism kit check allows an adventurer to harvest 1d4 frostbuds from one plant. These buds can be used as a thrown improvised weapon (range 20/60). When thrown against the ground or a solid surface such as a wall, the buds explode, dealing 1d6 piercing damage in a 5-foot radius centered on the area of impact.
Elysian Sunflower
Elysian Sunflower
Magical; boon
Region: Lofty Mountains (the Upper Planes, holy sites blessed by the forces of good)
These towering sunflowers can reach heights of 8 feet or more. Their silvery-blue petals are slightly translucent, and seem to shimmer when exposed to light. Legend has it that these sunflowers only grow in areas on the Material Plane where powerful angels like devas have tread. A successful DC 15 Religion or Nature or Religion check indicates that they exude an aura of peace and calm. Their natural pollinators are
celestial moths
(found in Gatepass Gazette Issue #18).
When short-resting beneath these sunflowers, adventurers regain the maximum number of hit points when they roll hit dice.
Death Cap Mushroom
Death Cap Mushroom
Mundane; material
Region: Dungeons, Feywood, Haunted Lands, Underland Realm (caves, old-growth forests, sites of necromantic magic)
To the uneducated, death cap mushrooms have a disconcerting resemblance to high-end culinary mushrooms, such as morels. Those who succeed on a DC 17 Nature or Survival check can discern the subtle differences between the two and identify these as unsafe to eat. Not everyone is so knowledgeable, however, and death caps can be used as a deadly poison on an unsuspecting victim, detailed below.
Death Cap
Rare, ingested, onset (30 minutes), Cost: 1,200 gold
Resembling a delicious morel mushroom, death cap mushrooms can be mixed into food by accident by those believing they have come across a culinary delicacy or purposefully by those with malicious intent. Creatures who ingest food laced with death cap mushrooms must make a DC 15 Constitution saving throw, taking 33 (5d6) poison damage on a failure or half as much damage on a success.
Dartspine Cactus
Dartspine Cactus
Mundane; hazard
Region: Blasted Badlands, Fiery Hellscape, Parched Sands (hot deserts)
These low-growing, circular cacti have very long spines that help protect the plant from danger. It appears almost identical to its cousin, the
canteen cactus
, though this cactus is far more dangerous. A DC 17 Nature or Survival check reveals the slight differences between them.
When touched or otherwise brushed up against, the dartspine cactus suddenly unleashes its spines in a 15-foot cone in the direction of the motion. Creatures in the area of effect must succeed a DC 15 Dexterity saving throw or take 2d8 piercing damage on a failure, or half as much damage on a success.
Corpse Flower
Corpse Flower
Mundane; hazard
Region: Feywood, Haunted Lands, Tangled Forest (warm, tropical environments)
Rare and slow-growing, this Large, bizarre-looking flower emits a horrible stench reminiscent of rotting flesh when it is blooming. Creatures with a 30-foot radius of a corpse flower must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. Creatures who are poisoned in this fashion have disadvantage on Perception checks that rely on smell until they are cured of the poisoned condition. Creatures who succeed on their saving throw are immune to a corpse flower’s stench for 24 hours.
Canteen Cactus
Canteen Cactus
Mundane; material
Region: Blasted Badlands, Fiery Hellscape, Parched Sands (hot deserts)
The canteen cactus is closely related to its cousin, the
dartspine cactus
and shares an almost identical appearance. Low-growing and circular, it has long spines that help protect its flesh. However, a DC 17 Nature or Survival check reveals the slight differences in appearance, letting adventurers know that this cactus is safe despite its fearsome appearance.
A canteen cactus can be tapped for water with a DC 15 Survival check, providing enough water for 4 Supply.
Adventurers who drink this water gain advantage on their next saving throw against the effects of extreme heat.
Bubble Kelp
Bubble Kelp
Magical; material
Region: Restless Sea (shallow open waters)
This thick kelp grows in tall columns in shallow seas, where it produces circular, glowing fruits at random intervals. Creatures who consume a bubble kelp’s “bubble” gain the ability to breathe underwater for 1 hour. The bubbles can be harvested and brought to the surface, but they lose their potency after 1d4 hours.
Alarm Orchid
Alarm Orchid
Magical; hazard
Region: Feywood, Tangled Forest, Unrelenting Marsh (forest clearings, groves marked by fey magic)
This ground-dwelling plant resembles a mundane lady’s slipper orchid, except its markings give it the appearance of a yelling face. Adventurers who succeed on a DC 13 Nature check recall that these magical plants emit a high-pitched whine when they are disturbed by Small or larger creatures, altering potential enemies to the presence of danger. A DC 15 group Stealth check enables a party to bypass an alarm orchid without triggering this ability. On a failure, the plant alerts all hostile creatures within a 20-foot radius (centered on it). If plucked or uprooted, it makes an even louder noise, alerting all creatures within a 60-foot radius. Plucked orchids lose all magical properties and make no noise.
Arrowwood Viburnum
Arrowwood Viburnum
Mundane; material
Region: Feywood, Tangled Forest (new-growth forests, the edges of dense forests)
This medium-sized flowering shrub has strong branches that grow unusually straight. Adventurers who succeed on a DC 14 Survival check can identify this property and harvest enough wood to craft one bundle of arrows (20).