Blights
Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.
Roots of the Gulthias Tree
Legends tell of a vampire named  Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake  with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.
Dark Conquest
Wherever a tree or plant is contaminated by a fragment of an evil mind or po~er, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days.
Controlled by Evi
Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil.



Twig Blight
Smal plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (ld6 + 1)
Speed 20ft.
STR 6 (-2)-DEX 13 (+1)-CON 12 (+1)-INT 4 (-3)-WIS 8 (-1)-CHA 3 (- 4)
Damage Vulnerabilities fire
Skills Stealth +3
Condition Immunities blinded, deafened
Senses blindsight 60ft. (blind beyond this radius), passive Perception 9
Languages understands Common but can't speak
Challenge 1f8 (25 XP)
False Appearance. While the blight remains motionl ess, it is
indistingui shable from a dead shrub.
ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
Hit: 3 (1d4 + 1) piercing damage.
TWIG BLIGHT
Twig blights can root in soil, which they do when living
prey are scarce. While rooted, they resemble woody
shrubs. When it pulls its roots free of the ground to
move, a twig blight's branches twist together to form a
humanoid-looking body with a head and limbs.
Twig blights seek out campsites and watering holes,
rooting there to set up ambushes for potential victims
coming to drink or rest. Huddled together in groups,
twig blights blend in with an area's natural vegetation or
with piles of debris or firewood.
Given how dry they are, twig blights are particularly
susceptible to fire.

NEEDLE BLIGHT
Medium plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
ยท Speed 30 ft.
STR 12 (+1)-DEX 12 (+1)- CON 13 (+1)-INT 4 (-3)-WIS 8 (-1)-CHA 3 (-4)
Condition Immunities blinded, deafened
Senses blindsight 60ft. (blind beyond this radius), passive Perception 9
Languages understands Common but can't speak
Challenge 1/4 (50 XP)
ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
Hit: 6 (2d4 + 1) piercing damage.
Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one
target. Hit: 8 (2d6 + 1) piercing damage.
NEEDLE BLIGHT
In the shadows of a forest, needle blights might
be taken at a distance for shuffling, hunched
humanoids. Up close, these creatures reveal
themselves as horrid plants whose conifer-like
needles grow across their bodies in quivering
clumps. A needle blight lashes out with these
needles or launches them as an aerial assault that
can punch through armor and flesh.
When needle blights detect a threat, they loose a
pollen that the wind carries to other needle blights
throughout the forest. Alerted to their foes' location,
needle blights converge from all sides to drench their
roots in blood.

VINE BLIGHT
Medium plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10ft.
STR 15 (+2)-DEX 8 (-1)CON  14 (+2)-INT 5 (-3)-WIS 10 (+0)-CHA 3 (-4)
Skills Stealth + 1
Condition Immunities blinded, deafened
Senses blindsight 60ft. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless , it is indistinguishable from a tangle of vines.
ACTIONS
Constrict. Melee Weapon Attack: +4 to hit, reach 10ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) .
Until this grapple ends, the target is restrained, and the blight can't constrict another target.
Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature
of the blight 's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become
re strained . A creature can use its action to make a DC 12 Strength check, freeing it self or another entangl ed creature
within reach on a success.
VINE BLIGHT
Appearing as masses of slithering creepers, vine blights
hide in undergrowth and wait for prey to draw near. By
animating the plants a round them, vine blights entangle
and hinder their foes before attacking.
Vine blights are the only blights capable of speech.
Through its connection to the evil spirit of the Gulthias
tree it serves, a vine blight speaks in a fractured version
of its dead master's voice, taunting victims or bargaining
with powerful foes.

THE GULTHIAS TREE
A Gargantuan plant, the Gulthias Tree has AC 10 and 35 hit points. It is immune to necrotic, poison, psychic damage, and it has resistance to piercing damage. The tree has vulnerability to fire damage.
Fruit. Two magical fruits (evocation school) ripen on the tree each year. Each fruit resembles an apple, but it slowly extrudes from the tree like a cyst.
Up to a week before the summer solstice, a ruby red fruit grows. Someone other than a construct who eats a quarter or more of it regains 70 hit points. In addition, any blindness, deafness, and diseases affecting the eater end.
Up to a week before the winter solstice, a sickly white fruit grows. Someone who eats a quarter or more of it takes 70 necrotic damage. Each fruit has 1 d4 seeds that, if planted, grow leafless woody shrubs that animate as twig blights after one year.
Tree Thralls. If a humanoid is bound to the bole of the Gulthias Tree, over the next 24 hours the victim is sucked completely into the tree. Once the victim is completely absorbed into the tree, it becomes the tree's thrall, and is expelled over the course of l hour. The Gulthias Tree can have only four thralls at any one time. A victim's skin is rough, gray, and bark-like. A thrall is totally corrupted, becoming neutral evil. Such a creature exists only to serve the Gulthias Tree and those who tend it (such as Belak). It possesses all of its former abilities and gains the following traits:
Barkskin. The thrall's AC can't be lower than 16.
Tree Thrall. If the Gulthias Tree dies, the thrall dies 24 hours later.

Gulthias Tree: CR n/a; Gargantuan plant; HD 14d8; hp 33;
Hardness 5; Init โ€”; Spd โ€”; AC 9; Atk โ€”; SQ Plant, grow
enchanted fruit. AL NE; SV Fon +10, Ref +0, Will + 14.
Special Qualities: Plant: Immune to poison, sleep, paralyzarion,
stunning, mind-influencing effects, and polymorph; not subject
to critical hits

Blight Spell

4 Necromancy