The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts “Woe!” while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons.

Trusted Seers. In the gardens of the alliumites, alliumite elders practice divination magic to guide and protect their communities. Named “garlicles” by their communities, these elders use cloves plucked from their own heads to predict the future, casting the cloves like an augur’s knucklebones. The residual fey magic that infuses all alliumites sometimes causes peculiar results in a garlicle’s predictions.

Wisdom Sought, Rarely Given. Desperate folk often search for garlicles, seeking answers for such things as weather forecasts, lost relics, and hidden fates. These efforts are often in vain, as alliumites turn away most petitioners. Only those who earn the title “Gardenfriend” are allowed an audience. Often, the wrathful retaliate for being rejected, but the wise garlicles are quick to negotiate peace or, failing that, prepare an apt defense.


Small plant, chaotic neutral
Armor Class 12
Hit Points 31 (7d6 + 7)
Speed 20 ft., burrow 20 ft.
6 (-2) 14 (+2) 12 (+1) 12 (+1) 18 (+4) 12 (+1)

Skills Insight +6, Perception +6, Persuasion +3, Stealth +4
Senses darkvision 60 ft., passive Perception 16
Languages Sylvan
Challenge 1 (200 XP)

Plant Camouflage. The garlicle has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Tearful Stench. Each creature other than an alliumite or garlicle within 5 feet of the garlicle when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites and garlicles for 1 minute.

Innate Spellcasting. The garlicle’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: guidance, shillelagh
3/day: augury, comprehend languages
1/day: divination, entangle


Walking Staff. Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d6 – 2) bludgeoning damage, 2 (1d8 – 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Cloves of Fate (Recharge 4-6). The garlicle plucks cloves from its head and throws them at up to three creatures it can see within 30 feet of it. Roll a d4 for each creature. The garlicles allies have +1 on the roll while its enemies have a -1 on the roll. Determine the result and consult the following table.
d4 Fate
0 Worst Fortune. Whatever the target is holding slips from its grasp into a random space within 5 feet of the target, and the target falls prone as it trips over a rock, rain-dampened grass, its shoelaces, or similar.
1 Bad Fortune. The target takes 10 (3d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
2 Adverse Fortune. The target has disadvantage on its next attack roll.
3 Favorable Fortune. The target has advantage on its next attack roll.
4 Good Fortune. The target regains 5 (2d4) hp.
5 Best Fortune. The target’s next successful hit is critical.
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