The Darkwood

A forest empowered by strange magic, grown so thick and with trees so mighty the sun rarely reaches the ground. Strange plants and beasts, twisted by the verdant magics thrive in the darkness of it's depths.  

A Forest of Plenty

The Darkwood is a rich source of plants and animals both mundane and magical in nature. Flower, herbs & mushrooms for the creation of powerful potions and poisons abound. Sometimes these plants spring up overnight. Game and other wildlife seem to grow and reproduce at an accelerated rate. A higher density of magical beasts and beings presents many opportunities but also dangers.  

The Bloomstones

In addition to hardwood, plants and beasts The Darkwood is also the only source of another resource - Bloomstone. The origin of this material is unkown but it has become strongly desired due to it's unique properties, causing friction with the Darkwood Elves who seem firecly protective of it.  

The Darkwood Elves

The most well-known sapient group calling the Darkwood home, the Darkwood Elves are territorial and mistrusting of outsiders. Accords to trade pelts and gathered plants for iron and steel have been met with some success on a small scale. Darkwood Elves Playable Race Option.  

Darkwood Creatures

 

Darkwood Goblins

Living in overgrown caves or burrows Goblins form hunting parties and occasionally attack travellers or settlements on the edges of the Darkwood. They prize metals stolen from other races and are especially fascinated with Bloomstones, often to their own detriment.  
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Darkwood Goblin

Small humanoid (goblin), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 ( 2d6 )
Speed 30ft

STR
8 -1
DEX
14 +2
CON
10 0
INT
10 0
WIS
8 -1
CHA
8 -1

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


Actions

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.


 

Salvage

Equipment: Spear, shortbow, Quiver with 20 Arrows, wooden shield.
Other: 1d10 Iron Bits & 1d10 Steel Bits.

Bloomtwisted Goblin (Brambles)

Small humanoid (goblin/plant), neutral evil
Armor Class 13 (natural armor)
Hit Points 13 ( 2d6+6 ) Normal | 13 ( 2d6+6 ) Temporary
Speed 30ft Climb: 30ft

STR
12 +1
DEX
14 +2
CON
16 +3
INT
10 0
WIS
8 -1
CHA
8 -1

Skills Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Piercing
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)


Protective Plants. The Bloomtwisted Goblin has temporary hitpoints that fully recover at the beginning of it's turn. Taking fire damage since it's last turn causes this ability to only recover half of the temporary hitpoints instead.

False Appearance. While the Bloomtwisted Goblin remains motionless, it is indistinguishable from a normal plant.


Actions

Thorn Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage. A creature that is Medium or smaller must suceed on a DC 12 Strength saving throw or be pulled 5ft. closer to the goblin.

Thorn Barrage. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 ( 2d4+2 ) piercing damage.

Entangle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 ( 2d6+2 ) piercing damage. If this attack hits the target must succeed on a DC 12 Acrobatics or Atlhetics check or become restrained. The target takes an extra 9 ( 2d6+2 ) piercing damage at the beginning of their turns. A creature can use its action to make a DC 12 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the brambles (AC 10) also frees the creature without harming it, ending the restrained effect and destroying the net.


 

Description

The Bloomtwisted Goblin, fascinated with a Bloomstone has sprouted forth plants from it's body. While most goblins die from this experience, this one has survived and become one with the plants growing from it's body. This one has a thick bramble bush encasing it's body.  

Salvage

A Bloomstone chip (10gb) can be found lodged in the goblin's body.

Bloomtwisted Goblin (Fungus)

Small humanoid (goblin/plant), neutral evil
Armor Class 13 (natural armor)
Hit Points 13 ( 2d6+6 ) Normal | 13 ( 2d6+6 ) Temporary
Speed 30ft Climb: 30ft

STR
12 +1
DEX
14 +2
CON
16 +3
INT
10 0
WIS
8 -1
CHA
8 -1

Skills Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Poison
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)


Protective Plants. The Bloomtwisted Goblin has temporary hitpoints that fully recover at the beginning of it's turn. Taking fire damage since it's last turn causes this ability to only recover half of the temporary hitpoints instead.

False Appearance. While the Bloomtwisted Goblin remains motionless and prone, it is indistinguishable from a normal patch of mushrooms.


Actions

Spore Puff. Special Attack: All creatures within 5ft. of the Bloomtwisted Goblin must make a DC 13 constitution saving throw taking 9 ( 2d6+2 ) poison damage on a failed save, or half on a successful one.

Toadstool Toss. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 ( 1d4+2 ) bludgeoning damage. The target must succeed on a DC 13 constitution save or be poisoned until the end of the Bloomtwisted Goblin's next turn.

Spore breath (Recharge 5-6). The goblin exhales a poisonous spore cloud in a 15-foot cone: Each creature in that area must make a DC 13 Constitution saving throw, taking 10 ( 3d6 ) poison damage on a failed save, or half as much damage on a successful one.


 

Description

The Bloomtwisted Goblin, fascinated with a Bloomstone has sprouted forth plants from it's body. While most goblins die from this experience, this one has survived and become one with the plants growing from it's body. This one has large, noxious mushrooms growing all over it's body.  

Salvage

A Bloomstone chip (10gb) can be found lodged in the goblin's body.

Darkwood Hobgoblin

Medium humanoid (goblinoid), lawful evil
Armor Class 17 (bone breastplate, shield)
Hit Points 11 ( 2d8+2 )
Speed 30ft

STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
9 -1

Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)


Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 ( 2d6 ) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.


Actions

Melee Multiattack. The darkwood hobgoblin can make 2 melee attacks with it's whip.

Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 ( 1d4+1 ) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 ( 1d8+1 ) piercing damage.


 

Salvage

Equipment: Whip, Longbow, Quiver with 20 Arrows, wooden shield. The bone breastplate is likely broken or damaged.
Other: 2d6 Iron Bits, 2d6 Steel Bits, 1d4 Gold Bits.

 

Bloomtwisted Dead

Sometimes the strangely rapid growth of plants takes a hold of the corpse of a fallen humanoid or beast and animates it once more. These are not undead, but rather corpse puppets wielded by plants with a single-minded intent to spread and find new hosts.  
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Bloomtwisted Corpse

Medium plant, chaotic neutral
Armor Class 8
Hit Points 22 3d8+9
Speed 20ft

STR
13 +1
DEX
6 -2
CON
16 +3
INT
3 -4
WIS
6 -2
CHA
5 -3

Damage Vulnerabilities Fire
Damage Resistances Piercing, Poison
Condition Immunities Poisoned
Senses blindsight 60 ft. (blind beyond this radius)., passive Perception 8
Languages None
Challenge 1/4 (50 XP)


Undead Fortitude: If damage reduces the bloomtwisted corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is fire or from a critical hit. On a success, the it drops to 1 hit point instead.


Actions

Thorned Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage.   Grasp. Vines and arms reach forth and attempt to grab a target within 5 ft. The target must succeed on a DC 11 Strength (Athletics) or Dexterity (Acrobatics) roll or become grappled.   While Grappled: Thorned plants pierce the grappled target and poisonous plants infect the wounds dealing 4 1d6+1 piercing damage and 3 1d6 poison damage. The target must succeed on a DC 11 constitution save or become poisoned until the end of the bloomtwisted corpse's next turn.


 

Description

A corpse of a humanoid animated by the many plants bursting forth from it's body. It's sentience is debatable but it seems to have a clear drive, find hosts with which to reproduce.  

Salvage

The victim's corpse may still be wearing jewellery or equipment that it had in life, provided it hasn't decayed or been destroyed by the plants. Peasants may still have a small pouch of coin containing 2d6 Iron Bits & 2d6 Steel Bits. A merchant might also have 1d6 Gold Bits. A Noble may also be wearing a gold signet ring worth 10gb or a silver earrings worth 5gb. An adventurer may have a common (10%) or uncommon (5%) magical item in addition to any other equipment that has still survived.

Alternative Name(s)
Dûr Eryn
Included Locations

Darkwood Rollable Encounter Tables

 
  *Denotes a creature unique to Rebirth. Find it's statblocks in the World Encyclopedia.

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