TEXT:  
  THE DEATH BENEATH THE ROOTS 
   
  An ancient Gulthias tree contains the answers you’re seeking to the questions of the ancient 
  dead and the recently dying in the village of Aetherglen. Its roots are massive, but so is the 
  massive echoing bole underneath the tree. Delving deeper on the well-traveled path, you 
  discover an old Elven city, apparently carved and fashioned from the roots themselves. But, what 
  you discover only leads to more questions and more danger. Do you dare to venture further, and 
  deeper, into the darkness beneath the tree? 
   
  A 2-hour adventure for 1st-4th level characters 
   
   
  JOE ALFANO 
  Adventure Designer 
  Thomas Valley 
  Editor 
   
  Adventure Code: CCC-GARY-06 
   
   
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick, Lysa Chen 
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.  
   
  
  Introduction 
  Welcome to The Death Beneath the Roots, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Gary Con storyline. This module is the 3rd in a 
  trilogy of modules that debuted at Gary Con X. It is 
  not necessary to play the first two modules, but it will 
  assist greatly in the continuity. 
   The town of Aetherglen was founded hundreds of 
  years ago as merchants found the crossroads, and the 
  surrounding forest, to be an excellent defensible 
  location to stop on their travels and make some easy 
  money. It’s never been claimed by a nation or has 
  allied itself with any organization, and the town leads 
  itself through a self-elected mayor. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot participate 
  in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these adjustments; 
  they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for 
  your group, you don’t have to make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. Familiar yourself with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and 
  clues to your players so they can attempt to solve 
  puzzles, engage in combat, and roleplay interactions 
  without getting too frustrated over a lack of 
  information. This gives players “little victories” for 
  figuring out good choices from clues. Watch for 
  stalling—play loses momentum when this happens. 
  At the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. 
   
   
  
  Adventure Primer 
  This section provides the adventure’s background, a 
  list of prominent NPCs, an overview of the adventure 
  in play, and hooks that you can use to introduce your 
  player’s characters to the action. 
  Adventure Background 
   The town of Aetherglen was founded hundreds of 
  years ago as merchants found the crossroads, and the 
  surrounding forest, to be an excellent defensible 
  location to stop on their travels and make some easy 
  money. It’s never been claimed by a nation or has 
  allied itself with any organization, and the town leads 
  itself through a self-elected mayor. The mayor’s role 
  has been solely to present a face to the outside world, 
  very rarely taking an active part in governing the 
  people of the village. A common destination for 
  refugees from surrounding wars, Aetherglen has 
  grown somewhat over the years, but has never 
  amassed more than a few hundred families. 
   Buildings in town are primarily one or two stories, 
  with a combination of wood and stone building 
  materials. Only the central Inn has three stories. The 
  Innkeeper, Liam, is the current mayor. 
   Currently, the town holds tacit trade agreements 
  with Phlan and most of the Moonsea city-states on 
  this side of the water. Our story takes place sometime 
  after the Mists receded from the Quivering Forest and 
  the Glumpen Swamp, and Phlan regained its 
  independence and self-rule. 
   After arriving in town, the characters discovered 
  that branches of the surrounding trees are exploding 
  out of the ground in the village and taking the lives of 
  villagers by turning them into parts of the tree.  While 
  investigating the problem, the party found the 
  village’s graveyards covered in recently unearthed 
  undead. An ancient druid by the name of Bonewits 
  pointed them toward the oldest and largest Gulthias 
  trees in the forest as the potential source for this evil. 
   Travelling deep into the forest, the players 
  encountered the surviving dregs of an Elven tribe that 
  once made their home underneath the roots of the 
  great heart Gulthias Tree of the forest. Battling their 
  way through herds of undead and ancient guardians, 
  the players found themselves in ground that hasn’t 
  been trod for centuries: The dusty remains of an 
  ancient underground Elvish city. 
  Adventure Overview 
   The adventure is broken down into 4 parts: 
   Part 1. The party enters the ancient and abandoned 
  elven city, encountering an ambush of roving undead. 
   Part2. Our heroes continue through the city, 
  travelling over a bridge and triggering an ancient 
  defense of the city itself. 
   Part3. Entering a temple at the apex of the city, the 
  party discovers the source of this corruption, and 
  battles another horrific symptom of the evil. 
    
   
  Adventure Hooks 
   Trilogy. The characters may have met and are 
  continuing their adventure after playing through CCC-
  GARY-05. 
   Wandering Strangers. Aetherglen is a crossroads 
  between neighboring nations and regions and is a 
  natural wayside for wandering adventurers and 
  merchants. As characters of means and power, they 
  are roped into the events of the module. 
   Genealogical Research. Characters may have been 
  hired emissaries from large families or may be 
  members of families seeking long lost relatives. As 
  Aetherglen was the destination for refugees from a 
  variety of wars through the eons, it has long since 
  been a melting pot for otherwise remote nations. 
   Emerald Enclave (Faction Assignment). The 
  Druids of the Emerald Enclave have sensed a 
  disturbance in the ancient grove of Gulthias trees. As 
  an emissary for the faction, you are to document 
  anything that presents itself as a part of the 
  disturbance, and deal with whatever you’re capable. 
    
   
   
  
  Part 1: Topside 
  (Duration: 30 minutes) 
  You enter a city lost to time. Within the roots of a giant 
  Gulthias tree stand buildings and structures carved lovingly 
  and shaped from the wood itself. Tunnels and branches lead 
  off into neighborhoods connected by common areas and 
  pastoral parkways. Phosphorescent lichen and moss burble up 
  out of fashioned sconces at every corner. 
   
  And yet, and yet, no one has tended the parkways for 
  centuries. The lichen and moss overgrow the sconces and add 
  a smell of rot to the stale air. By their glow, you can see water 
  damage from seeping pools and fire damage from ancient 
  untended cookfires. Once elegant and majestic structures now 
  sit toppled in morose ruin. 
  Anyone with a passive perception of 14 or greater 
  will determine that they party is not alone as it passes 
  through the tunnels. The characters who make that 
  conclusion will not be surprised when the ambush at 
  one of the tunnel intersections takes place. 
  General Features 
   
  Terrain. The walls, floor and ceiling of the tunnels through 
  which the characters travel are all carved or shaped out of the 
  tree’s root system and heartwood. In occasional spots, rot and 
  fire damage have damaged the natural weave of the wood. 
  Free-standing structures have, for the most part, collapsed 
  with age. The wood on all sides is covered with vines and ropy 
  root systems. 
   
  Light. At every intersection of the tunnel, phosphorescent 
  light dimly lights the party’s path forward. Unfortunately, it’s 
  only able to project enough light to qualify as Low Light. 
   
  Sound. A near-constant quiet creaking of wood-on-wood 
  can be heard in the distance. Accompanying this is the sound 
  of dripping water. 
   
  Scent. The odor of rot permeates everything, originating at 
  the sconces.  
  As the party travels through an intersection of 
  tunnels, they’ll be attacked by a party of 3 Ghouls and 
  4 Zombies. All undead appear to be prior residents of 
  the city, and any character with Elvish blood will be 
  able to identify their racial characteristics. 
   The two groups of monsters will attack from all 
  sides, attempting to keep the party in the center of 
  the intersection. During the battle, if a Zombie 
  successfully lands a hit on a character, that character 
  is additionally attacked by vines that are hanging 
  down from the ceiling. 
   The vines will attempt to restrain the character, 
  with the character completing a successful DC10 
  Acrobatics (Dexterity) check to avoid being 
  restrained.  
   The vines can be cut (AC12, 16HP). Once cut, they 
  can no longer effectively restrain any character. If 
  they are uncut, however, they’ll orchestrate their 
  attempts to restrain party members with the zombie 
  attacks. They can restrain up to 10 individuals at one 
  time. 
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
  • Very Weak Party:  Remove the Ghouls 
  • Weak Party:  1 Ghoul, 4 Zombies 
  • Strong Party:  4 Ghouls, 6 Zombies 
  • Very Strong Party:  5 Ghouls, 8 Zombies 
   
  One of the zombies was an elven noble and is wearing 
  a thick silver torque with intricate bone engravings 
  (250gp). He also has a pouch holding 30gp and a 
  Potion of Healing. Another of the zombies is a fallen 
  cleric, wearing a rusted holy symbol around her neck 
  depicting a tree of life symbol – the heraldic symbol of 
  their faith surrounding the tree. The holy symbol is 
  worth 50gp if cleaned up. 
   
  
  Part 2: Over the Bridge 
  (Duration: 30 minutes) 
  A wide landing stretches out before you. Near the exit to the 
  tunnel from which you came there is a 10’ wide bridge formed 
  from natural wood and ropes, looking as if the tree itself had 
  stretched itself across the 40’ wide gap to the other side of the 
  ravine it goes over. The sound of whistling wind comes from 
  the crevasse below the bridge, the bottom of it stretching out 
  past your visual range. The bridge looks solid, but has no 
  railings. 
   
  On the other side of the bridge, you can make out several 
  smaller huts formed from the same materials as the bridge. 
  Each of them has a single door to it, seemingly made of stone. 
  At the far end of the large underground cave, you can barely 
  make out the shape of a temple beyond. The tower of which is 
  glowing with a bright green light from within. From time to 
  time, you spot a surge of slightly reddish light coloring it as 
  well. 
   
  The low sound of chanting can be heard only slightly, the 
  whistling wind masking most of it. 
   
  From their vantage point, any character succeeding 
  on a DC15 Perception (Wisdom) check will notice that 
  there are some skeletons on the top of the small huts. 
  Each of the skeletons appears to have been, at one 
  time, a guard of some sort for the bridge, but the 
  condition of the guard houses and the condition of the 
  skeletons gives the air of a long untended final resting 
  place. 
   Once the characters make their way half-way 
  across the bridge, the 4 Skeletons (1 per building) 
  will animate and attack the party with their 
  longbows. The skeleton’s arrows are weighted on one 
  end with large rocks, sacrificing range for impact. Any 
  character subject to a successful hit from one of these 
  arrows must make a DC13 Strength save or be 
  knocked prone. Any failure to make this save by 10 or 
  more knocks the character from the bridge. If the 
  party has made no precautions to keep members of 
  the group from falling to their most certain deaths, 
  then the inevitable happens. 
   After the first round of ranged attacks, 4 Skeletons 
  wielding short swords emerge from the guard huts 
  and advance on the party. They’ll attempt to focus 
  their attacks on any prone members of the party. 
   
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
  • Very Weak Party:  2 of each type of Skeleton 
  • Weak Party:  3 of each type of Skeleton 
  • Strong Party: 5 of each type of Skeleton 
  • Very Strong Party:  6 of each type of Skeleton 
   
  The city continues beyond the bridge, with the main 
  path sloping upward toward the temple. The 
  buildings here are of heartier construction and more 
  elegant form and have weathered the passage of time. 
  However, no signs of death are here: No ancient 
  skeletons buried in the wood and no smell of rot and 
  decay. It’s almost as if everyone left or was forced to 
  leave this area before they died.  
   
  
  Part 3: Down Under 
  (Duration: 1 hour) 
  The large building before you is the natural apex of the 
  underground city, growing up out of the woodwork of the 
  surrounding tree and fashioned into the design of a stepped 
  pyramid. Vines and overgrown root systems cover every inch 
  of the temple building, leaving only the main entryway free to 
  pass inwards. 
   
  A pulsing glow of sickly ochre light emanates from the main 
  entrance. It may be a trick of the light, but it almost seems as if 
  the vines and the roots on the building move in concert with 
  the pulsing light, as if they were veins on the outside of a 
  massive, diseased heart. 
  The entryway into the temple is 10 feet wide by 20 
  feet tall. It is free from vines and roots. For anyone 
  approaching the entryway or looking in, read the 
  following: 
  The sanctuary of the temple is a large single room with only 
  one original feature: The altar at the center. Bursting up and 
  out of the altar is a huge black tree root. It appears to have 
  continued its passage up and through the roof of the temple. 
   
  Several smaller roots also emerge from the altar in an 
  explosion of tangled wood. They stretch out from the altar and 
  cover every available surface inside the sanctuary. This violent 
  intrusion of roots has caused the floor to depress around the 
  altar over the centuries. 
   
  Evenly spaced around the depression are barely 
  recognizable humanoid figures, wrapped and covered by vines 
  and roots. They seem to sway to the pulse of the light that is 
  emanating from the altar. Standing behind the altar, on the 
  opposite side from the entryway, is an immense and 
  motionless figure. 
  A DC10 Perception (Wisdom) check reveals that the 
  figure is constructed from the bodies of elves. All of 
  them appear to be alive, but their eyes don’t blink, 
  and they don’t move independently of the figure. 
  They appear to be lashed together by ropey vines. 
   The wrapped priestly figures around the 
  depression are using the stats of Vegepygmies. There 
  are 4 regular and one Chief Vegepygmy. 
   The horror humanoid is using the stats of an Ogre 
  Zombie. The characters may realize that cutting the 
  ropes will disable the figure in specific sections of his 
  “body”. The ropes that are binding him together can 
  be targeted for an attack: Ropes on his limbs are AC15 
  and have 20HP, ropes on his torso are AC18 and have 
  30HP, and the rope holding his head together is AC20 
  and has 50HP.  
   During the battle, any character that is knocked 
  unconscious, fails to stabilize, and dies is re-animated 
  in the next round by the vines as another 
  Vegepygmy. 
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
  • Very Weak Party:  75HP ogre zombie, remove the chief 
  • Weak Party:  90HP zombie, remove the chief 
  • Strong Party:  135HP zombie, 5 regular pygmies. 
  • Very Strong Party:  155HP zombie, 6 regular pygmies 
   
  Once the fight is over, if the party searches, they will 
  find a small coffer from the altar that was exposed by 
  the damage of the roots destroying the stone. The 
  coffer contains 100gp, a pair of pearls worth 100gp 
  each, and a small silver broach in the shape of a Tree 
  of Life. It acts as a Quall’s Feather Token – Tree. 
   
  
  Epilogue 
  The depression in the center of the floor reveals itself to be a 
  pit of great depth. The vines and ropes on either side of the pit 
  can easily be navigated to allow for a slow and safe passage 
  down into the darkness. 
   
  The smell of deep earth wafts up from the pit, reminding 
  you of rotten peat and musty swamp. The origins of that 
  massive black root that destroyed the altar are coming from 
  down there. The path is open before you. 
   
   
  
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who ran 
  the session. 
  Experience (Min/Max XP: 450/600 ea.) 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat.  
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Zombie  
   
   
  50 
  Ghoul 
   
   
   
  200 
  Temple Horror 
   
   
  450 
  Vegepygmy 
   
   
  50 
  Vegepygmy Chief  
   
  450 
   
   The minimum total award for each character 
  participating in this adventure is 450 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 600 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly 
  as possible. Gold piece values listed for sellable gear 
  are calculated at their selling price, not their purchase 
  price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Silver Torque 
   
   
  250 
  Loose coin in Pouch 
   
  30 
  Holy Symbol 
   
   
  50 
  Loose coin in Coffer 
   
  100 
  Pearls 
   
   
   
  100 ea. 
   
  QUAAL’S FEATHER TOKEN - TREE 
  A description for this item can be found in the Dungeon 
  Master’s Guide, page 188. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of Emerald Enclave that send back 
  information on the undead in the village and the 
  attacks from the trees earn one additional renown 
  point. 
    
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG). 
   
   
  
  Appendix A: Monsters 
  Zombie 
  Medium Undead, neutral evil 
  Armor Class: 8 
  Hit Points: 22 
  Speed: 20ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws: Wis +0 
  Damage Immunities: poison 
  Condition Immunities: poisoned 
  Senses: darkvision 60ft., passive Perception 8 
  Languages: understand the languages it knew in life but 
  can’t speak. 
  Challenge: 1/4 (50 XP) 
   
  Undead Fortitude: If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage is 
  radiant or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  creature. Hit: 4 (1d6+1) bludgeoning damage. 
   
  Ghoul 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2) 
    
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is a 
  creature other than an elf or undead, it must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. 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. 
   
   
   
  
  Temple Horror (Ogre Zombie) 
  Large undead, neutral evil 
  Armor Class 8  
  Hit Points 115 
  Speed 0 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (-2) 
  18 (+4) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8  
  Languages understands Giant and Common but can’t 
  speak 
  Challenge 2 (450 XP) 
  Actions                      
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
   
  Vegepygmy 
  Small plant, neutral 
  Armor Class: 13 
  Hit Points: 9 
  Speed: 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  14 (-+) 
  13 (+1) 
  6 (-2) 
  11 (+0) 
  7 (-2) 
   
  Skills: Perception +2, Stealth +4 
  Damage Resistances: lightning, piercing 
  Senses: darkvision 60ft., passive Perception 12 
  Languages: Vegepygmy 
  Challenge: 1/4 (50 XP) 
   
  Plant Camouflage. The vegepygmy has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life. 
   
  Regeneration. The vegepygmy regains 3 hit points at 
  the start of its turn. If it takes cold, fire or necrotic 
  damage, this trait doesn’t function at the start of the 
  vegepygmy’s next turn. The vegepygmy dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  creature. Hit: 5 (1d6+2) slashing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, reach 30/120ft., 
  one creature. Hit: 4 (1d4+2) bludgeoning damage. 
   
   
  Vegepygmy Chief 
  Small plant, neutral 
  Armor Class: 14 
  Hit Points: 33 
  Speed: 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  9 (-1) 
   
  Skills: Perception +3, Stealth +4 
  Damage Resistances: lightning, piercing 
  Senses: darkvision 60ft., passive Perception 13 
  Languages: Vegepygmy 
  Challenge: 2 (450 XP) 
   
  Plant Camouflage. The vegepygmy has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life. 
   
  Regeneration. The vegepygmy regains 5 hit points at 
  the start of its turn. If it takes cold, fire or necrotic 
  damage, this trait doesn’t function at the start of the 
  vegepygmy’s next turn. The vegepygmy dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Multiattack.  The vegepygmy makes two attacks with its 
  claws or two melee attacks with its spear. 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  creature. Hit: 5 (1d6+2) slashing damage. 
   
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 
  5 ft., or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 + 2) piercing damage if used 
  with two hands to make a melee attack. 
   
  Spores (1/Day). A 15-foot-radius cloud of toxic spores 
  extends out from the vegepygmy. The spores spread 
  around corners. Each creature in that area that isn’t a 
  plant must succeed on a DC 12 Constitution saving 
  throw or be poisoned. While poisoned in this way, a 
  target takes 9 (2d8) poison damage at the start of each 
  of its turns. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
   
   
  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gary Con (GARY)/CCC-GARY-06 - The Death Beneath the Roots.pdf