# Garlicle *Small* *Plant* *chaotic neutral* - **Armor Class:** 12 - **Hit Points:** 31 (7d6+7) - **Speed:** walk 20 ft. burrow 20 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Tome of Beasts 2, page 162 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 6 (-2) | 14 (+2) | 12 (+1) | 12 (+1) | 18 (+4) | 12 (+1) | - **Skills:** insight +6, perception +6, persuasion +3, stealth +4 - **Senses:** darkvision 60 ft., passive Perception 16 - **Languages:** Sylvan ### Special Abilities - **Plant Camouflage:** The garlicle has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. - **Tearful Stench:** Each creature other than an alliumite or garlicle within 5 feet of the garlicle when it takes damage must succeed on a DC 14 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 and garlicles for 1 minute. - **Innate Spellcasting:** The garlicle's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: guidance, shillelagh 3/day: augury, comprehend languages 1/day: divination, entangle ### Actions - **Walking Staff:** Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d6 - 2) bludgeoning damage, 2 (1d8 - 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh. - **Cloves of Fate (Recharge 4-6):** The garlicle plucks cloves from its head and throws them at up to three creatures it can see within 30 feet of it. Roll a d4 for each creature. The garlicles allies have +1 on the roll while its enemies have a -1 on the roll. Determine the result and consult the following table.
| d4 | Fate |
|----|------|
| 0 | Worst Fortune. Whatever the target is holding slips from its grasp into a random space within 5 feet of the target, and the target falls prone as it trips over a rock, rain-dampened grass, its shoelaces, or similar. |
| 1 | Bad Fortune. The target takes 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. |
| 2 | Adverse Fortune. The target has disadvantage on its next attack roll. |
| 3 | Favorable Fortune. The target has advantage on its next attack roll. |
| 4 | Good Fortune. The target regains 5 (2d4) hp. |
| 5 | Best Fortune. The target's next successful hit is critical. |