Small Plant, Neutral
- AC
- 9
- Initiative
- -1 (9)
- HP
- 10 (3d6)
- Speed
- 20 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 3 | -4 | -4 |
| DEX | 8 | -1 | -1 |
| CON | 11 | +0 | +0 |
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | -2 | -2 |
Actions
Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage.
How to run Awakened Shrub
An awakened shrub is the most charming low-stakes ally in the SRD. Some druid spent a 5th-level slot and 1,200 gp to give a bush a mind, the gift of speech in two languages, and a vague sense of obligation to the caster. The shrub knows it was made. That fact is the whole roleplay engine. Run it as a small, curious, easily startled person who happens to be Small, AC 9, and on fire if anyone breathes wrong (Fire vulnerability, 10 HP).
In play, the shrub is a witness, a guide, or a gardener's overhearing ear. It can speak Common plus one other language the caster picked, so it makes a fantastic interpreter for a forest scene where the party expected to find no one to talk to. It walks at 20 ft. and has no useful combat actions; the Rake attack hits at +1 for 1 damage and is purely a flavor swing. Don't put the shrub in a fight you want it to survive. Put it next to fights so it can shout warnings, count enemies, or carry a torch for someone with darkvision who doesn't need one.
Exit conditions are generous because the shrub is fragile. Any open flame, any AoE, any stray fireball, and it's mulch. The party should feel that risk. If they brought it along for charm, make them choose between bringing it close enough to be useful and keeping it back far enough to live. The shrub itself has no combat instinct and will hide behind the biggest party member it trusts.
A trick worth doing: give the shrub a single recurring line, something it learned from its caster and repeats at the wrong moments. "Mind the roots." "Water before noon." Players will quote it back for the rest of the campaign.
A hostile awakened shrub is almost always part of a set: a fey grove turned against trespassers, a hag's garden, a druid's perimeter, three or four shrubs activating in sequence as the party crosses an invisible line. One shrub alone is XP 10 and a joke. Six shrubs across a clearing become a real problem only because they buy time for whatever sent them.
Run them as alarm and obstacle, not damage. Each shrub at +1 for 1 Slashing damage is not killing anyone, but four of them grappling at a wizard's ankles in difficult brush slows the party long enough for the actual threat (the dryad, the green hag, the awakened tree) to position. They speak Common and one other language, so they should taunt, accuse, demand passage tolls, or chant something the players are supposed to overhear. Their job is texture and tempo.
Push the Fire vulnerability. The party will figure it out fast, and that's fine. Watching a sorcerer torch six talking bushes in one Burning Hands is a payoff, and the moral question of having just murdered six small thinking plants is the actual encounter. The shrubs know fire kills them and will scream for it before they die. Let the table sit with the sound for one beat before moving on.
Don't roll initiative for shrubs against a sixth-level party. Resolve them in narration: how many bushes does the wizard burn before the path opens, what does the cleric say to the last one as it begs.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.