Small plant, lawful good
Armor Class: 8
Hit Points: 11hp 1d8+3
Speed:
20 ft
Saving Throws: Con +5
Skills: Rarity: Very Common
Diet: Sunlight
Taming Difficulty: Easy
Starting Bond Points: 6
Suggested Personality: Generous, Hardy
Nature +5
False Appearance. While the turf remains motionless, it is indistinguishable from a small clump of weeds.
Foster Growth. The turf can cast Druidcraft at will, without requiring verbal or somatic components.
On the Lookout - With a Bond Strength of 4 or higher, your companion is comfortable sharing information about what it notices.
While within 5 feet of your companion, you can replace your Wisdom modifier with theirs when making Perception checks.
Sharing is Caring - With a Bond Strength of 6 or higher, your companion is comfortable sharing some food it finds with you. Every 1d6 days, your companion can find food and fresh water for themself and one other creature, provided that the land offers berries, small game, water, and so forth.
Generous - Generous companions express themselves through gifts. Bright, cheery, and caring, they have a sentimental attachment to every trinket they collect. Oftentimes, these gifts symbolize how they feel about the current state of their friendship. However, collecting trinkets for friends makes it difficult for them to carry anything else. Generous companions gain the following features:
• Their Charisma score increases by 1, to a maximum of 20.
• They will occasionally bring gifts to characters they like, up to once a day. These gifts are determined by the GM, but can take the form of objects like sticks, coins,
jewelry, dead prey, tools, and so on. The gift should be worth no more than 5 gp in value.
• Their carrying capacity is reduced by 5 lbs.
• Their Intelligence score decreases by 1, to a minimum of 2.
Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages: --
Challenge Rating: 0
False Appearance. While the turf remains motionless, it is indistinguishable from a small clump of weeds.
Foster Growth. The turf can cast Druidcraft at will, without requiring verbal or somatic components.
Turfs are nature spirits that form their bodies from clumps of soil and vegetation. Thick clods of soil held together by roots form their bodies, all topped with a variety of foliage and insects. Turfs are born when a nearby landscape needs healing, called forth by the distress of other natural spirits.
Reclaimers. Where great fires or battles devastate the landscape, nature reclaims the ground with hardy weeds. Turfs are nature’s warriors, attacking the most blighted landscapes. Marching by the thousands into fields of stone and ash, bearing seeds and saplings in place of weapons, turfs do not declare victory until they have left behind a strong ecosystem.
When their work is done, some turfs take root in the field which they planted and live out their remaining days among the emerging flora. Others choose to continue their fight, wandering the world in search of new places where nature is wounded. They may become companions to wandering druids who right wrongs in the natural world.
Grassy Ambush. Turfs are not made for combat, but they will fight if something threatens their landscape, such as despoiling goblins or blighting undead. If they deem violence necessary, they attack by ambush and with overwhelming numbers.
It may not be accurate to say that turfs disguise themselves as natural grasses, for natural grasses are what they are. However, it is true that when a turf takes root and does not move, even the sharpest eye would never know the presence of the turf. An enemy of nature could find itself surrounded, thinking it is standing alone in an empty field. If the turfs prevail, they cover over their enemy so that it can feed the next generation of plants and fungi.
Special Feature:
Once per day Turf can located 1d4 random flora, Owner can specify to look for a certain object, so owner has a choice of whether items are random or not.
Turf will then roll a DC Check+WIS if told to find specific items
- If the result is 10 or higher, Turf finds half of the specified items and half random.
- If the result is 15 or higher, Turf finds 75% of the specified items and 25% random.
- If the result is 20 or higher, Turf finds 100% of the specified items and 0% random.
If the result is 25 or higher, Turf finds additional items for every 5 over DC20 (i.e. 25,30,35,40)
To determine what he brings, if random, you roll 1d6 followed by 1d100 for each item.
At Higher Player Levels: 3rd level 1d4 changes to 1d6, 9th level 1d6 changes to 1d8, 13th level 1d8 changes to 1d12, 17th level 1d12 changes to 3d6.
Suggested Environments
Grassland, Mountain, Ruins, Swamp