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Amarune's Almanac - Volume 1 - Forests of The Realms
Amarune's Almanac - Volume 1 - Forests of The Realms
Credits
Lead Designer & Producer: Steve Fidler Interior Sketch Art: Shiah “Cinder” Irgangladen
Editor: Ryan Langr Other Interior Art: Some artwork © Grim Press, used with
Foreword: Ed Greenwood permission. All rights reserved. Some artwork copyright
Writing and Design: Ashley May, BorntoDoStuff, Israel Fil Kearney - http://www.filkearney.com/ - used with
Moreira, Jean-Luc Caron, Sean vas Terra, Steve Fidler, permission. Elite Design Elements © Rising Phoenix
Trevor Armstrong Games. Larisa Koshkina, ink splatter brushes from
Layout: Nathanaël Roux Brusheezy.com, jeonsango.
Forgotten Realms Sage: Bryan Holmes
The following D&D books provided material Sean K. Reynolds, Jason Carl. Lords of Darkness. 2001
and inspiration: Sean K. Reynolds, Duane Maxwell, Angel McCoy.
James Lowder, Jean Rabe. The Jungles of Chult. 1993 Magic of Faerûn. 2001
James Butler, Elizabeth T. Danforth, Jean Rabe. Eric L. Boyd. Part 7: Gildenfire. Mintiper's
“The Settled Lands”. In Karen S. Boomgarden ed. Chapbook. 2001
Elminster's Ecologies. 1994 Ed Greenwood and Jason Carl. Silver Marches. 2002
Ed Greenwood. Volo's Guide to Cormyr. 1995 Richard Baker, Matt Forbeck, Sean K. Reynolds.
Ed Greenwood, Eric L. Boyd. Volo's Guide to All Unapproachable East. 2003
Things Magical. 1996 Eric L. Boyd. “Vampires of Waterdeep: Blood of Malar”.
Ed Greenwood, Sean K. Reynolds, Skip Williams, Dungeon #126. 2005
Rob Heinsoo. Forgotten Realms Campaign Setting Bruce R. Cordell, Ed Greenwood, Chris Sims.
3rd edition. 2001 Forgotten Realms Campaign Guide. 2008
Take Root
Starting at 6th level, you can take root and nourish
yourself with the land’s bounty. At the end of your
turn, if you have not used any movement, you can
choose to become rooted. Your speed becomes 0
and it can’t be increased. When you do, you gain
temporary hit points equal to your half your druid
level, which lasts until you are no longer rooted to
the ground. You can choose to end this effect at the
start of each of your turns, and it ends early if you are
forcibly moved.
Ward of Thorns
At 10th level, the nature of flora to evolve defenses
from predators becomes a part of you. Your body
becomes coated in thorns. When a creature makes a
melee attack against you, you can use your reaction
to have thorns coalesce on the point of impact. Make
Amarune's Almanac Volume 1
10
a melee spell attack against the attacker. On hit, they Sylvan Sentinel
take 2d6 piercing damage and become wrapped by
thorny vines, reducing their speed to 0 until the end The fey of a powerful forest have taken you under
of their next turn. At the start of the target’s turn, their wing, and in turn you have sworn your
they can choose to break free of the effect early by allegiance to them and their forests. The elves and
ripping the vines off, but take an additional 2d6 gnomes of Faerûn are the most common adherents
piercing damage if they do. of this archetype, as the forest spirits tend to be more
trusting of those who have a lingering connection to
Ally of the Grove the Feywild.
Starting at 14th level, you can awaken the living
heart of a forest and turn it to aid your cause. As an Sylvan Sentinel Magic
action, you point to a tree within 60 feet of you that Starting at 3rd level, you learn an additional spell
you can see. Its leaves begin to shake, and its roots when you reach certain levels in this class, as shown
jar the debris and undergrowth free as a face takes in the Sylvan Sentinel Spells table. The spell counts
shape on the bark of its trunk. This animated tree as a ranger spell for you, but it doesn't count against
uses the statistics of a treant, but is unable to use the the number of ranger spells you know.
Animate Trees feature innately. Roll initiative for Sylvan Sentinel Spells
the tree. If it receives no commands from you, it will Ranger Level Spells
Larisa Koshkina
protect you from harm and attack your foes. The tree 3rd faerie fire
remains animated for 1 hour, or until you dismiss it 5th misty step
(no action required), after which it takes root where 9th plant growth
it was standing and becomes a normal tree. 13th conjure woodland beings
While this treant is under your control, you can 17th modify memory
use your reaction on its turn and expend a spell slot
of 7th-level or higher to command it to take the Fey-Friend
Animate Trees action. At 3rd level, you can speak, read, and write Sylvan,
Once you use this feature, you can't use it again and animals understand the meaning of your words
until you finish a long rest. when you speak Sylvan.
Amarune's Almanac Volume 1
11
Additionally, the goodly fey of the realms
recognize you as friend. You have advantage on
Additional Rules
Charisma (Persuasion) and Wisdom (Insight)
checks against fey that do not have an evil Druid: Spellcasting
alignment. If you ever willingly bring harm to such As a druid, your affinity for the world you are in
a fey unprovoked, you instead have disadvantage allows you to quickly tap into its latent magic and
on these checks until you atone to the creature you call upon its power and knowledge. You can swap
harmed, or to a sufficiently powerful non-evil fey in a druid spell you have prepared for a druid spell
a manner the creatures deem fitting. with an Environment component that matches the
biome you are currently in by spending 1 minute
Gossamer Strikes per spell level in deep meditation. This spell must
Also at 3rd level, you can harness the purpose and be a spell you would otherwise normally be able to
elegance of the fey to enhance your attack routines. prepare. This can be performed during a short rest.
When you take the Attack action and make a melee
weapon attack with advantage, you can choose to
make one additional attack as part of that action. If
you do, your speed increases by 20 feet until the end
of the turn.
You can use this feature once. You regain your
use of this feature whenever you score a critical hit,
roll initative at the start of combat, or finish a long
or short rest.
Glimmering Misdirection
At 7th level, you can cause your form to shimmer
into and out of your opponents' view. Whenever a
creature you can see, and that can see you, makes an
attack against you, you can use your reaction to force
the creature to make the attack with disadvantage.
If the attack still hits, you can immediately move 10
feet without provoking opportunity attacks.
Shimmerdance
At 11th level, the spirits of the fey envelop you in
a shimmering light as you fight, blessing you with
true aim. When you make a weapon attack, but
before the DM tells if the attack hits or misses, you
can roll 1d6 and add it to the attack roll. You can
only use this feature once each turn.
Fil Kearney
in a 20-foot-radius sphere centered on a point you 4th-level divination
can see within 60 feet must succeed on a Wisdom
Classes: Druid, Ranger
saving throw or be turned back into a stick. This only
Casting Time: 10 minutes
affects snakes created by this spell.
Range: Special
At Higher Levels. When you cast this spell using
Components: V, S, E (forest)
a spell slot of 3rd level or higher, you transform one
Duration: 1 hour
additional stick into a snake for each slot above the
2nd. Additionally, if you cast this spell using a spell While casting this spell, you entreat the forest
slot of 3rd level or higher, the duration increases itself. Upon completion of the spell, the forest
to up to 1 hour. If you use a spell slot of 5th level becomes acutely aware of you, and you it. For
or higher, the duration is 8 hours. If you use a spell the duration, you can’t become lost within
slot of 7th level or higher, the duration is 24 hours. the forest, and you can’t be tracked except by
If you use a 9th level spell slot, the spell lasts until it magical means. In addition, you can sense
is dispelled. Using a spell slot of 5th level or higher the location of every other living creature
grants a duration that doesn't require Concentration. within the forest. You can determine
the location of a creature to within
an accuracy of 30 feet. The strength
of this sense is determined by the
creature’s size, and their proximity to
other creatures. A group of medium
humanoids clustered together might
be indistinguishable from a single
huge creature. You do not learn the
type of creature, or any information
except for their location.
Fil Kearney
beyond this range is not immediately aware, as no 9th-level necromancy
physical boundary exists. Instead, the woods shape
Classes: Druid
and twist, forcing them in indiscernible patterns
Casting Time: 1 minute
that loop back on themselves. A creature traveling
Range: Touch
against this boundary for any amount of time ends
Components: V, S, M (a handful of rowan berries
up no further away from the spot you cast this spell,
and diamonds worth at least 10,000 gp, which the
no matter how long it travels in that direction.
spell consumes), E (forest)
However, after each hour spent traveling against
Duration: Up to 24 hours
the boundary, the target can make an Intelligence
(Nature) or Wisdom (Perception) check with a You touch a willing creature that has 1 or more hit
DC equal to your spell save DC. On a success, points, infusing it with a blessing granted from
they become aware of the effects of this spell the very life-force of the forest. If the target dies
and that they have been unable to progress during the duration, for any reason except old age,
beyond its boundary. the blessing is triggered. If the creature's soul is free
and willing, the target returns to life at the start
of its next turn with hit points equal to half its hit
point maximum.
This spell closes all wounds, neutralizes any
poison, cures all diseases, and lifts any curses
affecting the creature when it died. The spell
replaces damaged or missing organs and limbs. The
spell can even provide a new body if the original no
longer exists, which appears in an unoccupied space
within 10 feet of where it died.
Larisa Koshkina
I could almost taste the magic in the air as we of this place.
walked, following the directions that we had been The ground seemed to rumble, as though under
given. The foliage was thick, like a natural barrier the steps of an unseen giant. Arclath baffled his
to keep interlopers at bay. But, when Arclath and lantern and we ran from the cathedral’s clearing,
I approached the thick woods, we were shocked ducking behind the trees to the south. As we hid
to see awakened trees and shrubs draw back from some ten or twelve feet apart, we could barely see
the previously hidden deer trails. I can only guess one another in the darkness. My heart was pounding
that the symbols of the Emerald Enclave granted us in my throat as the entire forest seemed to quake
passage beyond the wood’s magical guardians. with the steps that grew nearer and nearer. Arclath
The further we travelled, the more densely we was frozen stiff. I loathe to say that I don’t know
found the woods to be populated by shadowtop what possessed me to do what I did, because I’ve
trees. This may not seem strange to someone who been possessed and this felt like nothing of the sort.
hasn’t spent a great deal of time in forests, but it’s I have no excuse for why I turned to look past the
worth pointing out that this was unusual, not for the tree. There, I saw him.
frequency of the shadowtops, but for the utter lack Standing silhouetted between me and the divine
of anything else. There were no oaks, no pines, not glow of the Shadowtop Cathedral, was the most
even scrubby little shrubs on the forest floor. Even massive treant I’ve ever seen. Moss draped from
the awakened trees did not grow here, seemingly him like lace from a king’s sleeve, and he walked
no longer needed. The thicker the canopy became, with the heavy, authoritative steps of a ruler. I was
the more lifeless the forest floor felt. Knowing how an interloper in his land. I watched him pause,
flammable these fibrous trees could be, Arclath lit a and slowly turn his head toward me, his gnarled
lantern and kept it close, not wanting to risk a torch’s branches swaying from the turn. He stared in my
ember going astray. direction, and I felt as though his glance alone might
Eventually, the forest canopy became so thick that kill me. After a moment that seemed like an eternity,
we couldn’t tell night from day, save for the tiredness the great treant Turlang resumed his patrol, walking
in our bones. Camping in this kind of darkness is an deeper into the dark woods.
unnerving feeling, and waking in it is even worse. When Arclath picked me up off the ground,
However, we weren’t far into our second day of he drug me for several steps before I got my feet
travel when we finally saw daylight again. under me again. We must have run for hours. We
Arclath broke into a run when he first saw it, and ran until we collapsed, and that night, we slept in
I wasn’t far behind. The rays of light that streamed a small ditch that had eroded under the roots of a
through the breaks in the canopy seemed almost shadowtop tree. The next morning, we escaped from
sacred. The motes of dust and pollen that danced the woods, even though it meant fighting our way
in the air under the shimmering beams of light past the awakened trees that could no longer read
were faelike in their grace. As a dancer, I could’ve the Emerald Enclave crest that had sweated from our
stared at them for hours, marveling at the way they brow. We left the cathedral, we left Turlang’s wood,
moved. We found ourselves standing in the middle and we never looked back.
of a “clearing”, surrounded by dense woods of
Amarune's Almanac Volume 1
21
Tangled Trees begat what noble archer, but just skip to the parts
that will help explain these hellish woods.
Over two millennia ago, the woods were home
to a few scattered groups of wood elves, before
it was seemingly claimed by a dragon named
Venominhandar, more conveniently known as
“Venom”. Instead of leaving the Tangled Trees to
the gargantuan green dragon and innumerable
wyrmlings, the elves decided to make their stand for
several hundred years.
Venom never seemed to sleep and could never
be caught off guard. With the benefit of hindsight,
one wonders how they never realized there were
two great green dragons over the course of several
I’m no stranger to Cormanthyr. Arclath and I fought
hundred years, but the concept never occurred to
in the battle for Myth Drannor years ago, on the side
them until they were carrying severed Venom’s head
of the elves. Though the battle didn’t exactly go in
home in victory, when they were attacked by her
the city’s favor, I thought it might be nice to see how
furious mate. I mean, all of those wyrmlings had to
the rest of the land had fared. Little did I know that
be coming from somewhere, but again, I have the
Cormanthyr was no stranger to awful events.
benefit of hindsight.
If I were asked to pick a thousand words to
Killing the other Venom brought the Tangled
describe the Tangled Trees, “pleasant” would not
Trees a solid millennia-and-a-half of relative
be among them. The very first time we’d seen
peace, and numerous settlements flourished.
another humanoid face in a tenday, I found myself
Unfortunately, the Tangled Trees is apparently
thrown to the ground and threatened by a pack of
very attractive to dragons, because the red dragon
unreasonably upset wood elves. I have a sneaking
Narlgathra put an end to that in 1373 DR. I do
suspicion they understood common from the way
mean an end to that, because she killed most of the
they looked at me and Arclath when we spoke, but
residents in the Tangled Trees and destroyed every
they did not deign to speak it. They also didn’t seem
standing settlement. All that remained was a single
to like my particular dialect of city-elvish either.
town, once called Faelorin, and now simply called
Captivity wasn’t exactly torturous, but they made
“Tangled Trees” by itself.
sure we never got comfortable. I was never given
When the wood elves were done making me feel
even a moment’s privacy to risk that I’d pick a lock or
thoroughly unwelcome, they sent me on my way
slip between the bars. My sleep was interrupted once
with an amulet bearing the mark of their people. I
an hour by a nudge on the leg for no apparent reason
assume it was intended to keep other settlements
other than to keep me tired. When Arclath decided
from harassing me, but I have little faith it
to inform them of the Delcastle noble lineage in an
would’ve worked.
effort to win some favor or intimidate them into
I learned Tangled Trees is not merely an artistic
treating us better, they responded by “accidentally”
name. Enormous sections of the woods are
dropping his ration of porridge on the ground. Arc is
unnaturally twisted, with oaks, firs, and elms
the teachable sort however, and he kept his mouth
weaving together like barricades. Supposedly
shut after that.
these barricades were originally formed by
After a few days spent in a wooden cage under
Venominhandar, but after so many centuries, it feels
constant guard and threats at spear-point, we
like the trees have just decided to keep up the style
eventually met with an elder who was willing to talk
for no other reason than to harass anyone who isn’t a
to us. They never clarified if we’d broken any laws or
wood elf. If I’m starting to sound bitter, it’s because
been charged with anything, so I can only assume
the Tangled Trees shouldn’t have taken nearly
this was the standard ‘hazing’ of travellers who come
as long to traverse as they did. Forests shouldn’t
into their territory without warning. Come to think
have dead ends!
of it, I’m not sure I ever received an apology.
Arclath and I eventually followed a narrow deer
I can’t say their bitterness is unreasonable, as the
path to find the overgrown ruins of what was once
Tangled Trees have had a miserable history, which
a small village. The name ‘Dysrisa’ was etched in a
the elder recounted in excruciating detail. I won’t
moss-covered rock nearby, and I can assume it was
bore you with the specifics of what noble archer
the name of the village. Had Arc not leaned on the
Bob Greyvenstein
thought. Centuries had not so much as touched Whenever we would find these edges, I felt an
this place, and we would not leave a trace either. overwhelming urge to turn away, and retreat into
We left when the sun fell, and eventually found our nature again. Perhaps it was selfish of me to want
way back to the camp, with only memories of the to enjoy so much of a place that my people have
meadow as our souvenirs. destroyed, but I hope that my words can influence
A few days later, we met a group of half-elven others to treat these lands with more respect.
hunters traveling through the Yuirwood. We
Fil Kearney
the regions of Faerûn in which they are most 5 You encounter an aggressive band of beasts
commonly found, and their DC. local to the region.
Resolution. The character must make a series 6 A weary traveler stops you, asking for food and
of checks, with the DC for all checks determined water.
by the plant the character is searching for: the
character’s choice of Intelligence (Nature) or
Wisdom (Survival), Intelligence (Investigation) or
Wisdom (Perception), and a Wisdom check using
an herbalism kit, or an Intelligence check using
alchemist’s supplies. If the plant is poisonous, they
can use an Intelligence or Wisdom check using a
poisoner’s kit instead.
If none of the checks are successful, the character
becomes lost and is on the expedition for an
additional tenday.
If only one check is successful, the character never
finds their bounty but returns as expected.
If two checks are successful, the expedition is a
partial success, netting the character 1d4 units of the
plant they sought after.
If all three checks are successful, the expedition
returns 1d4 + 3 units of the plant they sought after.
Whether the expedition is a success or a failure, all
is not lost. Roll an additional d6 and consult the
Mundane Flora table, to determine if anything
else was found.
Amarune's Almanac Volume 1
26
Regional Flora Table
Fe kwo
Ch Cal
Be rwo
Sh wa
St lban
Ab
Du berr
Fla Ski
at od
Blo alm
Da aks
Sp top
Iro erry
im an
et od
ar
M ayn
M od
ad n
Fo riar
ei
he
Blu ot
m n
s y
Re p
el
le
rk
us
or
nw
W e
Ro r
od
eO
ow
xb
eb
r
P
lsh
ele
illo
kc
W
ro
eir
a
af
w
Aglarond ✓ ✓ ✓ ✓ ✓ ✓
Amn ✓ ✓ ✓
Anauroch
Beastlands ✓ ✓
Calimshan ✓ ✓
Chessentea ✓ ✓ ✓ ✓
Chondath ✓ ✓ ✓ ✓ ✓
Cormanthor ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
Cormyr ✓ ✓ ✓
Damara ✓ ✓ ✓ ✓ ✓
Dambrath ✓ ✓ ✓
Elfharrow ✓
Elturgard ✓ ✓ ✓
Forest of Amtar ✓ ✓ ✓ ✓ ✓ ✓
Great Glacier ✓ ✓
Halruaa ✓ ✓ ✓ ✓ ✓
Hordelands ✓ ✓
Jungles of Chult ✓ ✓ ✓ ✓
Lantan ✓ ✓ ✓
Lapaliiya ✓ ✓ ✓ ✓ ✓ ✓
Luiren ✓ ✓ ✓ ✓
Mhair Jungles ✓ ✓ ✓ ✓ ✓
Moonshea Isles ✓ ✓ ✓ ✓ ✓
Mulhorand ✓ ✓
Murghôm ✓ ✓ ✓
Narfell ✓ ✓
Neverwinter ✓ ✓ ✓ ✓
Plains of Purple Dust ✓
Samarach ✓ ✓ ✓ ✓
Sembia ✓ ✓ ✓
Silver Marches ✓ ✓ ✓
Tashalar ✓ ✓ ✓ ✓ ✓
Tethyr ✓ ✓ ✓
Thay ✓ ✓ ✓
The Dragon Coast ✓ ✓ ✓ ✓
The Great Dale ✓ ✓ ✓ ✓ ✓ ✓
The High Forest ✓ ✓ ✓ ✓ ✓
The High Moor ✓ ✓
The Shaar ✓ ✓
The Wealdath ✓ ✓ ✓ ✓
Thesk ✓ ✓ ✓ ✓
Thindol ✓ ✓ ✓
Turmish ✓ ✓
Tymanther ✓ ✓ ✓
Unther ✓ ✓ ✓
Vaasa ✓ ✓
Amarune's Almanac Volume 1
27
Flora Materials: Units
Presented in this section are details of some of the When gathering flora, the useful part of the plant
exotic flora you can find in the various forests in varies. In the case of a flower, it might be each indi-
Faerûn. The regional flora table in the previous vidual seed; or in the case of a tree, it could be cords
section will detail where they can be found in of burl or specific cuts of lumber. The units and values
the wild, and the following section and table shown here represent what is usefully gathered by a
provides the details about the flora and their small adventuring band, which is likely far less than the
measures and values. amount of units a major lumbering organization can
procur within a tenday.
Flora: Forests
Below is a table which lists each plant included in
this book, sorted alphabetically. Each plant has a Abeirwood
quantity of material and a gold cost associated with Also known as dragontree, abeirwood is an import
that quantity. The costs listed are for high quality on Faerûn, courtesy of the Spellplague. A common
and adventurer-grade examples of each material. enough tree in Abeir, its like is almost completely
alien juxtaposed with the relatively common trees
Flora Unit Value
of Methwood. The thick trunk of this tree has bark
Abeirwood 25 lbs of wood, or 1 gallon 30 gp
that resembles dragon scales, ranging in color from
of sap
a ruddy brown to a glossy but dark red. The leaves
Beetle Palm 50 lbs of wood, or a dozen 5 gp sprouting from the crown of the tree have bone-like
nuts fingers of dense material that support the broad and
Bloodroot 1 root weighing about 500 gp, or 1000 thin webbing-like leaf, not unlike the wing of a bat.
0.5 lbs gp to vampires After the Second Sundering, this tree became even
Blueleaf 50 lbs of wood, or 5 lbs of 5 gp rarer but is cultivated by the dragonborn holdouts
leaves from Tymanther in Djerad Thymar. Groves of it have
Calan 50 lbs of wood 4 gp taken hold in the eastern foothills of the Smoking
Chime Oaks 50 lbs or 1 acorn 100 gp Mountains and are prospering in the hot, ashy
Darkberry one berry 5 gp, limited atmosphere created by volcanic mountains in the
per customer east. Abeirwood that grows in proximity to dragon
Duskwood 50 lbs of wood 4 gp lairs, such as the lair of the now deceased green
Feather Skin 1 petal 150 gp dragon Skuthosiin within the Methwood, grow to
Flamebriar 0.5 lbs in berry rich 2 gp almost double the height.
branches While its relatively new to Faerûn, the wood
Foxberry 1 lbs of berries 20 sp with the bark intact has already become a prized
Ironwood 75 lbs of wood Not usually possession of the rich and superfluous to adorn
sold their halls. It’s large, coconut-sized seeds also
Mordayn 1 dose, which is about 1/4 200 gp bear this dragon scale like appearance and can be
of the plant misrepresented as a dragon’s egg to an unsuspecting
Muskcap 1 mushroom 150 gp individual. This, however, does not hold up to even
the most basic of scrutiny.
Relshar half a pound of
The sap from the tree is a delicacy among the
mushrooms 5 sp
dragonborn of Tymanther, and is known to attract
Rowan 50 lbs of wood, or 5 lbs of 3 gp
lesser dragons such as wyverns and drakes in its raw
berries
form. When the inherent water is boiled away, the
Shadowtop 50 lbs of wood 3 gp
thick and sickly sweet syrup remaining is a natural
Spellbane 1 leaf, or 1 dose of 150 gp sweetener that does not spoil.
distillate
Star Willow 50 lbs of wood Not usually Beetle Palm
sold Native to the Midwood area of Cormanthor, this
Weir 10 lbs of wood 100 gp tree can reach upward of 100 feet. Its name comes
from its smooth, black, scaled bark which is said to
resemble the carapace of a beetle. The wood itself
is oily and burns well, making it a good cooking
material. It would be a fine building material as well,
Amarune's Almanac Volume 1
28
but it has the tendency to become brittle and snap doing so. This is because bloodroot is known to be
into segments as it ages. a highly addictive substance to vampires, known to
Once a year, beetle palms produce around a dozen inspire in them a euphoric bloodlust. Black market
plum-sized nuts at the base of their large, branch- dealers are said to have sold a whole root for upwards
like fronds. The nuts are quite bitter, but could be of 1000gp to powerful vampires.
used as a substitute material component for the Any vampire that consumes bloodroot must
goodberry spell. If someone casts goodberry using succeed on a DC15 Constitution saving throw or be
a spell slot of 2nd-level or higher, with a freshly- stunned until the start of their next turn. Regardless
picked beetle nut as a component, creatures that of if they succeed or fail, for the next minute, they
eat the resulting goodberries have advantage on have advantage on all saving throws. Additionally,
Wisdom (Survival) checks for the next hour. they must seek out and attack the nearest living
creature it is aware of and attempt to drink its blood,
Bloodroot regardless of any potential harm to itself. Any effect
Hidden under the canopy of the Mhair Jungles that cures poisons removes this effect.
of the Chultan Penninsula, keen eyes can spot a
red, rose-like flower rising from a small fern bush. Blueleaf
You can find this elusive plant nestled between A common tree in Faerûn, blueleaf leaves were
the roots of large trees in the area, where its roots a primary ingredient to bright blue dye textiles
siphon water and nutrients from its host. The flower exported from the northern region of Amn. They
of the bloodroot plant is a lovely deep crimson, can be easily found in places such as the Ardeep
but unimportant to its pursuers. The flower Forest, the forests surrounding Evereska, and lining
hides tuberous roots, similar to a radish, though the streets of Silverymoon.
the bloodroot has more appendages and a dull The wood of the Blueleaf tree is known as
scarlet color. bluewood, and can be crafted into weapons and
The bloodroot itself heightens the taste of blood armor. With just a touch of magic, it can become
in whatever consumes it. Particularly wealthy equal in hardness to steel and weigh less too.
merchants may use it to season meats immediately Bluewood armor is a staple for druids and various elf
before eating, however most are not very open when cultures of the Amn region.
In addition to its strikingly bright blue color, the
dye and fabrics lined with it could be used to create
Shiah “Cinder” Irgangladen
Flamebriar Foxberry
This bush has dark red leaves that shimmer like a The foxberry is a thin, parasitic vine that grows along
live flame in the sunlight and its short branches Cormanthor's Midwood region. The vine snakes
are covered in a smooth black bark. The full height around the trunks of fruiting trees, with a special
of flamebriar bushes is only 5 feet tall but it can preference for cherry trees. The vines tie around
expand into massive thickets that stretch across the roots of the trees and pierce the bark to drink of
acres of forest. the tree's sap.
The vine's berries are greasy and yellow, making
Ironwood
There are a good few trees that are said to be as hard
as iron in the Realms, but none deserve that title
more than the Ironwood tree. These trees take after
the classic oak in appearance, but with a rustic gray
bark and with shiny orange veins lining its recesses.
Ironwood Its leaves are a dark green, but take after copper as
the autumn comes.
Star Willow
Blueleaf
Free-Photos
tree, completely surrounded by its foliage. Being from non-magical fire.
underneath the canopy of the tree creates the The leaves of the weir tree had a silvery brown
sensory effect of floating within the stars. Seers who top, and a black velvet underside. When exposed to
divine the future through the movement of the magical light, such as that of the light spell, weirwood
night sky will speak of how visions and predictions and the leaves of the weir tree would begin to glow.
made from underneath the star willow tree are more This radiance lasts for 1d4 minutes after the magical
likely to come true. light is moved away or extinguished.
Re M Bea
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Beasts and Monsters
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Within almost every forest in Faerûn
ag
you’ll find hares, wolves, and insects. Even Aglarond ✓ ✓ ✓ ✓ ✓ ✓
a creature as simple as a grub has a story Amn ✓ ✓ ✓ ✓
worth telling. In this tome, I’ve chosen to Anauroch ✓
MonikaP
—
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft.
—
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 8 (-1)
—
Skills Perception +4, Stealth +5
Senses passive Perception 14
Languages —
Challenge 2 (450 XP)
—
Keen Hearing and Smell. The cooshee has advantage
on Wisdom (Perception) checks that rely on
hearing or smell.
Plant Camouflage. The cooshee has advantage on
Dexterity (Stealth) checks it makes in any terrain with
Cooshee ample obscuring plant life.
Pounce. If the cooshee moves at least 20 feet straight
toward a creature and then hits it with a tackle attack
on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone. If the
target is prone, the cooshee can make one bite attack
against it as a bonus action.
Verdant Rush. The cooshee can move up to 40 feet in a
Cooshee straight line as a bonus action on each of its turns.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) piercing damage. If the target
is a creature, it must succeed on a DC 15 Constitution
saving throw or become poisoned. While poisoned in
this way, a creature gains no benefit from a long rest.
Every 24 hours that elapse, the creature may repeat the
saving throw, ending the effect on a success.
Ball Defense. If the armadillo has no rider, it curls up
into a ball. Until it uncurls, it gains a +4 bonus to AC
and has advantage on Strength and Constitution
saving throws. While in its shell, the armadillo is prone,
its speed is 0 and can't increase, it has disadvantage on
Dexterity saving throws, it can't take reactions, and the
only action it can take is a bonus action to uncurl.
Hangman Tree
Ironwoodpecker
Small beast, unaligned
—
Armor Class 13
—
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 5 (-3) 14 (+2) 7 (-2)
—
Saving Throws Str +1
Skills Perception +4
Condition Immunities deafened
Senses passive Perception 14
Languages —
Challenge 1/2 (100 XP)
—
K een Sight. The woodpecker has advantage on Wisdom
(Perception) checks that rely on sight.
Iron-piercer. The woodpecker gains a +5 bonus on
attack rolls against plants and targets made of metal
or wearing metal armor.
Woodpecker. The woodpecker deals double damage to
objects, structures, and creatures made of wood.
Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) piercing damage, and if the
target is made of metal or wearing metal armor, it
must succeed on a DC 13 Constitution saving throw or
take 3 (1d6) thunder damage and be deafened until the
end of its next turn. Ironwoodpecker
Actions
Multiattack. The bear makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) piercing damage.
Claw. Ranged Weapon Attack: +8 to hit, reach 5ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Kermode Bear
Shiah “Cinder” Irgangladen
Actions
Multiattack. The bear makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Silverback Ape
creature. Hit: 13 (2d8 + 4) piercing damage, and the Large beast, unaligned
target must succeed on a DC 12 Constitution saving
throw or take 19 (3d12) poison damage. If the poison —
Armor Class 12
damage reduces the target to 0 hit points, the target is Hit Points 85 (10d10 + 30)
stable but poisoned for 1 hour, even after regaining hit Speed 35 ft., climb 35 ft.
points, and is paralyzed while poisoned in this way.
—
STR DEX CON INT WIS CHA
Reactions 19 (+4) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 7 (-2)
Curl Up. When the crawler takes damage, it can curl
up into a defensive posture, gaining a +3 bonus to its
—
Skills Athletics +6, Perception +3
AC until the start of its next turn. When the crawler Senses passive Perception 13
uncurls at the start of its turn, a creature of its choice Languages —
within 5 feet of it must make a DC 14 Dexterity saving Challenge 3 (450 XP)
throw. On a failed save, the target is knocked prone. —
Actions
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 30/60 ft.,
one target. Hit: 18 (4d6 + 4) bludgeoning damage.
Redwood Crawler
material components:
White Stag
At will: dancing lights, guidance, light, resistance
1/day each: detect evil and good, freedom of movement,
plane shift (self only), protection from evil and good
Magic Attacks. The stag's weapon attacks are magical.
Magic Resistance. The stag has advantage on saving
throws against spells and other magical effects.
Actions
Multiattack. The stag makes two Ram attacks.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 6
(1d12) radiant damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
prone creature. Hit: 10 (3d4 + 3) bludgeoning damage.
Arakhora's Shield
Guardian of Shiallia
Saplings
Flute of Turlang
Tree-Corder
alive, once per day you can cast one of the following there is already a shelter created in this way within
spells without a spell slot and ignoring material range, you can instead choose to expand it by the
components: same 100 square feet. This can be done up to 5
times per Huge tree, and 5 additional times for every
• commune, which puts you in contact with the
size above Huge.
dryad also bonded with your tree
• find the path, if the destination is your bonded tree
• commune with nature.
Glades and Canopies: A Forest Guide
Wondrous item, uncommon
If you create a bond with a new tree, you may incur
Though this book is well-worn and coated in moss
the anger of the previously bonded dryad because
and leaves, a vague picture of a wooded clearing is
of your unfaithfulness. If your bonded tree is killed,
visible on its cover. You doubt you could take off the
you immediately suffer 5d10 psychic damage that
forest debris covering the book without damaging it.
can not be resisted or decreased in any way.
If you spend 8 hours studying this book, the forest
biome becomes favored terrain (as described in the
Flute of Turlang ranger's Natural Explorer feature) for you for the next
Wondrous item, very rare
week. Additionally, you can ask up to three questions
This flute has been crafted from one of the most about a specific type of creature or plant native to the
gnarled pieces of wood you have ever seen, but its forest. The DM gives a short reply to these questions.
sound is clear and pure. Inside this flute you find Finally, by looking through the book, you can identify
several rolled up sheets of parchment with a song any tree, even outside the forest, with a successful DC
written on it. 12 Intelligence (Nature) check. If you succeed by 5
If you are within 30 feet of a Huge or larger plant or more, you can ask the DM one question about the
that is not a creature, you can play this ancient song type of tree you identified.
to shape the plants around you. The song takes 10
minutes to play, during which time the plant life, Guardian of Shiallia
in particular the Huge or larger plant, slowly grows, Wondrous item, rare (requires attunement)
creeps, and bends to form a small shelter. This
It is rumored these seeds originated from a single
shelter is connected to or even within the plant, and
tree lost deep within the High Forest, planted by
is created in a form of your choosing. This shelter can
Shiallia herself. After being planted for several
be up to 10 feet tall, has an area of up to 100 square
weeks, these seeds grow into two jagged saplings
feet, and when you create it you can choose some
before going dormant for many years.Eventually,
basic items to be created within the area such as
the earth beneath these saplings heaves as a fully
beds, chairs, platforms, shelves, and doors.
grown stag crawls from the ground, its hide as tough
Once you play this song, you cannot shape plants
as bark, roots along its legs, and the twin saplings as
with it again until 2d4 days have passed and the
its antlers. When it's mother tree is not in danger, or
changes you make with it are permanent unless you
when a stag perishes, it returns to its seed form to
use this item to return them to how they were. If
wait until it is needed.
Amarune's Almanac Volume 1
47
On this scarred, fist-sized seed you see ancient Rootshape Gauntlets
runes of the name of the young stag within. When Wondrous item, uncommon (requires attunement)
you attune with this seed, you learn the meaning of
This gauntlet is covered in overlapping hickory
these runes and how to awaken it. If you plant this
slabs rather than plates of metal. Each of these
seed in the earth and call it's name, over the next
plates has runes carved into its roughly-hewn face
minute the twin saplings rapidly form and the stag
that have been filled with dirt over time. This item
rises from the ground.
has 3 charges and regains 1 expended charge each
This stag has the statistics of a warhorse but has
morning at dawn.
an AC of 16, ignores difficult terrain made of earth,
If you are within arm’s reach of a tree, as an action
and can not be slowed or damaged by nonmagical
you can expend a charge and press your hand against
plants. Additionally, while you are attuned to
the tree to draw a weapon or pieces of ammunition
the stag and using it as a mount, you are granted
from it. This can be any weapon, or 2d4 pieces of
its protection and your AC can't be less than 16,
ammunition for any weapon, with which you are
regardless of what armor you are wearing. It is
proficient. The look and feel of each item changes
friendly to you and follows your commands as best
with the type of tree from which it is drawn, but
as it is able. If you give it no commands it defends
these differences do not affect its function in any
itself but otherwise takes no other actions.
meaningful way.
If this steed dies, it returns to its seed form and
Weapons created in this way splinter beyond
cannot be summoned again for 3d10 days.
repair if the d20 roll for an attack is a 1, or after 1
day without being bathed in water. If you spend an
Razorleaf Emerald action to return an un-splintered weapon created in
Wondrous item, rare (requires attunement)
this way to a tree within arms reach, the gauntlets
The centerpiece of this amulet is a pearlescent regain an expended charge.
green emerald. An etching of a leaf can faintly be
seen in the sheen of its surface, and the gem is
framed by delicate silver branches. This item
has 4 charges and regains 1d4 charges each
day at dawn.
While attuned to this amulet, you know
the cantrip gust if you did not previously. As
a bonus action, you can focus on a number