Hallowed Reed

These small patches of pale, yellow and green reeds with bright white tips propagate by merging with nearby mundane grasses and weeds. The merging process slowly transforms the native plant into these sentient stalks. The reeds serve as the sensors of a lustrating grove, growing out from the grove for several miles like luminescent fingers stretching across the landscape.

Ritual Use. The reeds sometimes allow small portions of their central mass to be cut away by good-aligned spellcasters. The pieces can be dried and carried or affixed to a holy symbol. The magic of hallowed reeds affects spells casts as rituals, often increasing their power, duration, or likelihood of success. Similarly, the reeds can be sacrificed in summoning rituals to increase the likelihood that the summoned creature will obey its master. For this reason, the reeds are hunted by evil diabolists and elementalists.

Rule of Three. It is rare for the hallowed reeds to grow in clusters numbering less than three. It is equally rare to encounter the reeds in numbers not divisible by three. Once three hallowed reeds come to maturity, they often sprout a young alabaster tree, which they protect until it fully matures.

Hallowed Reed

Medium celestial, neutral good
Armor Class 13 (natural armor)
Hit Points 22 (5d8)
Speed 10 ft.
14 (+2) 10 (+0) 10 (+0) 7 (-2) 14 (+2) 10 (+0)

Skills Perception +4
Damage Resistances bludgeoning, piercing
Damage Immunities radiant
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14
Challenge 1/2 (100 XP)

Like Calls to Like. The hallowed reed knows if a creature within 30 feet of it is good-aligned or not.

Limited Telepathy. Using telepathy, a hallowed reed can magically communicate with any other good-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words.

Rebirth. If a hallowed reed is slain, a new patch of hallowed reeds will grow in the same spot starting within a week of its death. Charring or salting the ground where a hallowed reed was slain prevents this resurgence.


Searing Grasp. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 4 (1d4 + 2) radiant damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, it takes 2 (1d4) radiant damage at the start of each of its turns, and the hallowed reed can’t grasp another target. Undead and fiends have disadvantage on ability checks made to escape the grapple.

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