# Alliumite *Small* *Plant* *chaotic neutral* - **Armor Class:** 14 - **Hit Points:** 18 (4d6+4) - **Speed:** burrow 20 ft. walk 30 ft. - **Challenge Rating:** 1/4 (50 XP) - **Source:** Creature Codex, page 13 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 6 (-2) | 18 (+4) | 12 (+1) | 7 (-2) | 12 (+1) | 9 (-1) | - **Skills:** perception +3, stealth +6, survival +3 - **Senses:** darkvision 60 ft., passive Perception 13 - **Languages:** Sylvan ### Special Abilities - **Plant Camouflage:** The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. - **Tearful Stench:** Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. ### Actions - **Thorn Dart:** Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. - **Grass Blade:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.