A Ready-to-Roll: Feyweather Friends Add-on Encounter
This is a work in progress.
Trigger Warnings
This encounter includes violence, danger to people and animals, and eyeballs.
All eyes are on you!
Can you free a helpless forest creature from aberrant corruption?
This encounter is for 1–2 characters of any level.
Synopsis
While traveling through the Far Realm-infused forest, the hero finds a bush with eyeball berries ensnaring a distressed woodchuck. The bush, a gazeberry bush, is transforming the woodchuck into a floating eye minion, an oculing. The hero must navigate the bush’s magical eye beams while freeing the woodchuck before it’s too late. At higher levels, already transformed oculings join the fray.
Adventure Hooks
While designed as an add-on encounter for Ready to Roll: Feyweather Friends, this standalone encounter works in any fantasy forest, especially in adventures with aberrations and other Far Realm-inspired encounters.
Where are we?
This encounter takes place in the woods on the way to the shrine.
A Treat for the Eyes
As the hero traverses the woods, the chittering of a distressed woodchuck fills the air. On investigation, the hero finds a woodchuck wrapped in the roots of a bush that resembles a blueberry bush, except the berries are eyeballs. The roots glow magenta and begin to surround it like a cocoon, and the woodchuck struggles as streaks of red light beneath its fur gradually shift to magenta.
The bush, a gazeberry bush, is transforming the woodchuck into an oculing, drawing sustenance from its life force, turning it into a minion that will protect it and lure more creatures to it.
The Apple of My Eye
At higher levels, add existing oculings equal to half the total character levels, rounding up. They hang by their eyelids in an adjacent tree and look like magenta apples until the hero moves within thirty feet of the gazeberry bush, which causes them to attack.
Dramatis Personae
Gazeberry Bush
Small aberration, unaligned
Armor Class 10
Hit Points 27 (6d6 + 6)
Speed 0 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
14 (+2) |
10 (+0) |
12 (+1) |
2 (-4) |
10 (+0) |
2 (-4) |
Skills Perception +2
Damage Vulnerabilities fire
Damage Immunities piercing
Condition Immunities deafened, frightened, prone
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 0 (10 XP)
Actions
Eye Beam. The bush can use its action to shoot a magical eye beam. Roll a d4 to determine the effect:
1. Ray of Blinking. The target must succeed on a DC 12 Intelligence saving throw or randomly teleport to an unoccupied space within 30 feet.
2. Ray of Confusion. The target must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
3. Ray of Deception. The target must succeed on a DC 12 Wisdom saving throw or believe that the eyes on the bush are delicious blueberries and will use its next action to move toward the bush to attempt to eat one. Targets with Eating Disruption apply the trait’s effects to the Wisdom saving throw, and targets with an Allergy (Ingested) have a +[IE] bonus to the save as it habitually considers food safety before eating. If it eats a gazeberry, it must succeed on a DC 14 Constitution saving throw or become poisoned and blinded for one minute.
4. Ray of Disorientation. The target must succeed on a DC 12 Dexterity saving throw or have disadvantage on attack rolls and Dexterity saving throws until the end of the bush’s next turn.
Grasping Roots. Melee Weapon Attack: +4 to hit, reach 5 ft., one small or tiny creature. Hit: The target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the bush can’t grasp another target.
Oculing
Tiny aberration, unaligned
Armor Class 12
Hit Points 5 (2d4)
Speed 0 ft., fly 30 ft. (hover)
STR |
DEX |
CON |
INT |
WIS |
CHA |
3 (-4) |
14 (+2) |
10 (+0) |
2 (-4) |
12 (+1) |
2 (-4) |
Skills Perception +3
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP)
Immutable Form. The oculing is immune to any spell or effect that would alter its form. It can be restored to its original form with a Remove Curse spell.
Actions
Eye Beam. The oculing can use its action to shoot a magic eye beam. Roll a d4 to determine the effect:
1. Ray of Expulsion. The target must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) force damage and be pushed ten feet away from the Oculing.
2. Ray of Enervation. The target must succeed on a DC 12 Strength saving throw or have disadvantage on Strength-based attack rolls and Strength checks for 1 minute.
3. Ray of Brilliance. The target must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute.
4. Ray of Terror. The target must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute.