🎲 D100 Table

D100 Jungle Plants

d100NameDescriptionUseTouchedSmelledEaten
01Ghostveil FernA translucent, pale-green fern that grows in dense shadows. Its fronds seem to shimmer faintly in darkness.Pressed fronds used as camouflage wrappings; infused water soothes minor burns.Mild numbing of fingertips lasting 10 minutes.No notable effect; faint earthy scent.Causes 1 hour of drowsiness; DC 12 CON or fall into light sleep for 30 minutes.
02Crimson WaxcapA waxy mushroom with a vivid red cap and white gills. Found in clusters at the base of ironwood trees.The cap secretion can waterproof leather; widely traded by jungle guides.Sticky red residue stains skin for 1d4 days. Harmless.Faint metallic tang; no effect.DC 13 CON or suffer violent nausea, disadvantage on STR checks for 1 hour.
03Sunthread VineA thin golden vine that follows shafts of light through the canopy, growing toward any bright source.Fibers are extremely tough; used for bowstrings and lashing.No effect; fibers feel like fine silk.Pleasant honey-like aroma; calms animals (DC 12 WIS or beasts become indifferent).Mild stimulant; advantage on Perception checks for 30 minutes, then 1 level of exhaustion.
04InkbloomA low shrub bearing swollen black berries that burst when touched, releasing dark blue-black juice.Natural ink; used for maps and tattoos. Permanent on skin without a solvent.Deep blue stain on skin for 1d6 days. Contact with eyes causes 1 hour of blurred vision.Faintly acrid; no effect.DC 11 CON or lips and tongue turn black for 1 week; mild stomach cramps.
05Drowned TrumpetA pale, flaccid fungus that grows submerged in stagnant jungle pools, protruding just above the surface.Dried powder repels insects when burned. Smoke also masks scent from tracking.Releases a milky fluid; DC 13 CON or develop a rash (disadvantage on Concentration checks, 4 hours).Intensely sweet and cloying; DC 12 CON or become nauseated for 10 minutes.Severely poisonous. DC 15 CON or 2d6 poison damage and incapacitation for 1 hour.
06Velvet StaghornA deep-maroon bracket fungus shaped like antlers, growing from fallen logs. Covered in soft velvet-like fuzz.Boiled into a broth used as a coagulant to slow bleeding (stabilizes dying creatures).No effect; velvety and pleasant.Rich, meaty aroma; no mechanical effect but predators in the area may be attracted.Heals 1d4 HP if prepared correctly (raw: DC 12 CON or vomiting, 1 hour).
07WhisperleafA waist-high herb with broad, paper-thin leaves that vibrate audibly in the faintest air current.Leaves placed near camp warn of approaching wind or movement. Herbalists use the oil as a mild sedative.No effect; leaves feel like cool paper.Produces a faint tingling in the sinuses. Advantage on Perception (sound) for 10 minutes.Mild sedative; DC 12 WIS or fall into a calm, dreamless sleep for 1 hour.
08FeverbloomA bright orange flower with a feverishly hot center that radiates warmth even in cool shade.Petals brewed into a tea to break mundane fevers; also used to light fires faster.Center of the flower is genuinely hot; DC 10 DEX or take 1 fire damage.Intense spicy warmth; advantage on saves vs cold effects for 1 hour.Raises body temperature noticeably. Advantage on CON saves vs cold, but disadvantage on CON saves vs heat for 4 hours.
09Spelunker’s LanternA bioluminescent puffball that emits soft blue-white light. Found in cave mouths and hollow logs.Harvested and placed in containers for a 4-hour light source (bright 10 ft, dim 20 ft).Harmless blue pigment rubs off on contact.No notable scent.Causes the consumer’s urine to glow faintly blue for 24 hours. No other effect.
10Widow’s ThreadA hair-thin parasitic vine that strings between plants invisibly at ankle height across jungle paths.Nearly invisible tripwire material; used by hunters to rig snares.Causes a stinging welt; DC 12 CON or 1d4 slashing damage from the taught snap.No scent.Causes painful internal irritation; DC 14 CON or 1d6 piercing damage.
11Moonsap LilyA large white lily that blooms only at night, its petals filled with a luminescent sap.Sap is used in healing salves; provides dim light for 6 hours when applied to a wound.Sap is sticky but harmless; heals 1 HP on contact with open wounds.Intoxicating floral scent; DC 13 WIS or become distracted (disadvantage on Perception, 30 min).Hallucinogenic. DC 14 WIS or experience vivid hallucinations for 1 hour.
12Stoneback ShelfA grey-brown bracket fungus with a stone-hard exterior and spongey white interior.Interior dried and powdered for use as a wound-packing material to absorb blood.Hard enough to serve as an improvised weapon (1d4 bludgeoning). No organic effect.Faintly musty; no effect.Near indigestible when raw; DC 13 CON or blocked digestion (disadvantage on STR, 2 hours).
13Corpse Flower BudA massive maroon bud covered in coarse hairs. When it blooms (rarely), the stench carries for a mile.Closed buds used in traps—piercing or crushing causes early blooming and the stench.Sticky sap glues fingers together; DC 13 STR to separate. Faint rot smell lingers on skin.(Blooming only) DC 14 CON or be incapacitated by nausea for 1 minute.Raw bud is mildly toxic; DC 12 CON or vomit and gain 1 level of exhaustion.
14Jade TendrilA succulent-like plant with thick, jade-coloured tendrils that store water. Common in dry jungle clearings.Excellent source of drinkable water in dry conditions; tendrils can be squeezed directly.No effect; cool and moist.Faint green freshness; no effect.Provides the equivalent of a half-pint of water. Edible and safe with no preparation.
15Foxfire MushroomA delicate, fan-shaped fungus that glows orange at the base and fades to yellow at the edge.The glow intensifies when placed near magic items, giving a rough sense of enchantment.Spores cause sneezing for 1d4 minutes. No damage.Mild citrus-like scent; no effect.DC 12 CON or see faint auras around magical objects for 1 hour (confused by mundane things glowing too).
16Blood OrchidA vivid crimson orchid with black veins. Grows only where blood has soaked the ground.Petals dissolved in alcohol produce a potent antiseptic.Stains fingers dark red for 1 day. Harmless.Faint copper smell of blood. Predators within 60 ft may be attracted (DM rolls secretly).DC 13 CON or suffer 1d6 poison damage; on a success, gain 1d4 temporary HP.
17Hammerthorn BushA dense thorned shrub with hammer-shaped seed pods that crack loudly when dry.Dried pods used as an alarm—scatter around camp; they crack audibly when stepped on.Thorns deal 1 piercing damage; DC 11 DEX to avoid.No notable scent.Seeds are safe and nutritious; husks cause choking (DC 12 CON or lose action next turn).
18SilkwortA pale green herb whose stems produce a long, silk-like filament when carefully drawn out.Filaments used as surgical thread; stronger than common thread and resists infection.No effect; silky and pleasant.Faintly sweet; no effect.Safe to eat; slightly bitter. No effect.
19Tar MossA black, oily moss that clings to wet rocks. Feels like touching tar.Melted into a waterproofing compound for boots, tents, and boats.DC 12 STR to pull free of the moss’s sticky grip; 1 level of exhaustion if stuck more than 1 minute.Strong petrol-like odor; causes mild headache (disadvantage on Concentration checks, 10 min).Severely toxic; DC 15 CON or 3d6 poison damage.
20Drifting Spore CapA lightweight mushroom whose cap detaches and floats on air currents, dispersing spores.Caps collected and used as lightweight packing material; spores harvested as a sneezing powder.Spore cloud released; DC 12 CON or sneezing for 1d4 minutes (concentration broken).Automatically triggers sneezing, same as touch effect.Spores bloom internally; DC 14 CON or gain a persistent cough for 1d4 days (DM tracks).
21HushweedA low-growing herb with silver-grey leaves. Animals avoid it and the area around it is oddly quiet.Burned as incense to muffle sound; grants advantage on Stealth in the area for 1 hour.Hands feel slightly numb for 10 minutes.No smell. Oddly, ambient noise seems softer for a few minutes.DC 13 CON or lose the ability to speak above a whisper for 1 hour.
22Yellow SpongeA bright yellow sponge-like fungus that exudes a sharp-smelling yellow fluid when compressed.Fluid used as a dye; also mildly antibacterial when applied to wounds.Stains skin yellow for 3 days; no damage.Sharp, acidic tang. DC 12 CON or eyes water (disadvantage on sight-based checks, 10 min).DC 13 CON or intense vomiting for 1 hour.
23Wandering RootA parasitic plant that slowly migrates along the forest floor, its roots visibly moving toward nutrients.Roots secrete a mild enzyme used to tenderize meat and dissolve tough plant fibers.Roots attempt to anchor to skin; DC 12 STR each round to avoid becoming grappled.Faint, sweet rot; no effect.Enzymes continue working internally; DC 14 CON or 1d6 acid damage as digestion is disrupted.
24Emberbark ShrubA shrub with flaking orange-red bark that smolders faintly and gives off heat without flame.Bark chips used as long-burning fire starters; will catch flame even in damp conditions.Hot to the touch; DC 10 CON or 1 fire damage.Warm, smoky aroma; no effect.DC 14 CON or 2d6 fire damage as the heat-causing compounds ignite internally.
25Lacewing FernA fern with delicate lacy fronds that tear at the slightest touch. Frond edges are razor sharp.Dried and bundled into improvised cutting tools; useful for fine plant processing.DC 12 DEX or 1d4 slashing damage from the razor-edged fronds.Faint green scent; no effect.DC 14 CON or internal lacerations cause 2d6 slashing damage.
26Mourning PetalA drooping blue-violet flower that releases petals at dusk. Where they land, a salty residue remains.Residue concentrated into a preservative salt; used on food and wounds alike.Petals feel like wet velvet; no effect.Smells faintly of the sea. Those who are homesick may feel a pang (roleplay hook).Safe and mildly salty; no mechanical effect.
27Thorn TruffleA spiny subterranean fungus that pushes up from soil like a buried hedgehog. Hard brown exterior.Interior is a prized food source; rich in calories and nutrients.Spines deal 1 piercing damage if gripped carelessly; DC 12 DEX to avoid.Rich, earthy, savory aroma; no effect.Provides a full meal. Advantage on exhaustion saves for 4 hours.
28Snap LilyA tall lily with a hinged trap mechanism in the bloom, like a botanical mousetrap. Catches insects.Mechanism studied by artificers; trap spring can be adapted for small snares.Snap deals 1 bludgeoning damage to a finger placed inside the bloom.Sweet nectar scent attracts insects; no effect on humanoids.Inner tissue is mildly sweet and safe; no effect.
29VoidmossAn extremely dark, almost black moss that absorbs light visibly, making dark areas darker.Applied to armour or clothing for advantage on Stealth in dim light or darkness.Hands feel unnaturally cold for 10 minutes.No scent at all. The absence is unnerving (DC 12 WIS or unsettled; no mechanical effect).DC 14 CON or darkness-like effect on own vision for 30 minutes (disadvantaged in bright light).
30RazorgrassTall, stiff grass with blade-like edges that can slice through light clothing. Common in jungle clearings.Blades bound together create effective scrapers, combs, and primitive knives.DC 11 DEX or 1d4 slashing damage per handful gathered carelessly.Fresh cut-grass scent; no effect.DC 13 CON or mouth and throat lacerated; 1d6 slashing damage.
31Dreamcup MushroomA wide-capped, pale lavender mushroom with a faint shimmer. Found in ancient tree hollows.Spores harvested and used in sleep-inducing preparations; used in medicine and by assassins.Mild tingling; DC 12 WIS or feel drowsy (disadvantage on Perception, 30 min).Sweet, soporific scent; DC 13 WIS or fall briefly drowsy (same as touch effect).DC 15 CON or fall into a deep magical sleep for 2d4 hours. On a save, 2 hours of drowsiness.
32Ironclad LichenA silver-grey lichen that grows on stone and dead wood, forming hard, scale-like plates.Scraped off and packed into cracks as a waterproof sealant; also used in crude armour padding.Hard and rough; no organic effect.Mineral, stone-like scent; no effect.Near indigestible; DC 13 CON or severe indigestion (disadvantage on all checks, 2 hours).
33Bonemeal FlowerA white flower whose petals disintegrate into powder when touched. Scatters easily in the breeze.Powder used as a gentle abrasive for polishing; also used to mark trails.Powder coats skin and is hard to remove; DC 11 or trail can be tracked easily for 1 hour.Chalky, dry scent; DC 12 CON or dry cough for 10 minutes.Dense and drying; DC 12 CON or throat becomes parched (disadvantage on CHA checks, 1 hour).
34Stranglefig SeedlingA young fig plant that wraps tendrils around nearby growth. Young plants are deceptively small.Tendrils used as rope; stronger than they look (support up to 200 lbs).Tendril begins to coil around hand; DC 12 STR to remove before becoming grappled.Faint, pleasant fig scent; no effect.Seeds are edible; flesh is safe and nutritious. No effect.
35Weeping Wax TreeA small tree whose bark constantly oozes warm, honey-coloured wax down its trunk.Wax collected for candles, seals, and waterproofing. Highly prized by merchants.Warm and pleasant; hardens on contact with cold skin, requiring DC 11 STR to peel off.Sweet honey-vanilla scent; no effect.Safe but heavily waxy; DC 12 CON or feel nauseous (disadvantage on DEX checks, 1 hour).
36Skullcap FungusA rounded, dome-shaped brown mushroom that grows in neat circles called ‘dead rings’ by locals.Rings used as navigation markers; they always grow north-facing. Useful as a compass reference.Spores release on compression; DC 12 CON or sneezing for 5 minutes.Earthy and faintly nutty; no effect.Mildly toxic; DC 12 CON or mild confusion (disadvantage on INT checks, 1 hour).
37Candlewick PlantA tall, thin herb topped with a wick-like flowering spike that burns slowly and cleanly when lit.The flower spike burns for up to 2 hours as a natural candle; harvested widely.Waxy and smooth; no effect.Faintly floral; no effect.Slightly bitter but safe; no effect.
38Mindmelt MossA vivid green moss flecked with tiny violet spores. Found near ruins of old settlements.Powdered spores used (dangerously) as a truth serum by interrogators.Spores on hands; DC 13 INT or short-term memory becomes fuzzy (disadvantage on INT, 1 hour).Faint violet perfume; DC 14 WIS or feel pleasantly unfocused (disadvantage on all checks, 30 min).DC 16 INT or forget the last 1d6 hours of memory until a long rest.
39Hunter’s Wick VineA vine that slowly grows toward body heat. Known to creep toward sleeping travellers overnight.Extract used as a heat-seeking component in tracking potions and alarms.Vine begins growing toward the hand’s warmth; harmless but unsettling.No scent.Safe; no effect.
40Swamp Crown ToadstoolA bulbous, warty toadstool standing nearly knee-high. Vibrant purple and yellow.The cap hollow collects rainwater that becomes mildly purified (removes mundane contaminants).Warts exude a slippery slime; DC 11 DEX or drop anything held.Foul, swampy odor; DC 12 CON or nauseated 10 min.Highly toxic; DC 16 CON or 3d6 poison damage and paralysis for 1 hour.
41Firetail Pitcher PlantA carnivorous plant with a deep red pitcher mouth that exudes a flame-warm digestive liquid.Digestive fluid used as a mild acid for etching metal and curing hides.Fluid is mildly acidic; DC 11 DEX or 1d4 acid damage to submerged fingers.Sweet, fruity trap-scent; no effect.Fluid causes internal burns; DC 14 CON or 2d6 acid damage.
42Phantom ShelfA translucent, almost invisible shelf fungus that blends perfectly with tree bark. Causes many falls.Harvested by alchemists as an invisibility-ink ingredient; not actually magical.Slippery; DC 12 DEX or hand slips off whatever surface the fungus is growing on.No scent.DC 12 CON or mildly hallucinogenic; see faint ghost-like afterimages for 1 hour.
43Mirebell FlowerA blue bell-shaped flower that grows in boggy ground. Chimes musically in the wind.Dried flowers used as musical instruments and in wind chimes to ward evil spirits (folklore).No effect; delicate and cool.Clean, watery scent; calms anxiety (advantage on saves vs fear for 10 minutes).Safe and mildly pleasant; no effect.
44Venom NettleA tall nettle with hollow, needle-like stinging hairs that inject venom on contact.Venom extracted carefully and used as a low-grade paralytic on blowgun darts.DC 13 CON or 1d6 poison damage and disadvantage on DEX saves for 1 hour.Green, vegetal; no effect.DC 15 CON or full paralysis for 1 hour; on save, 2d6 poison damage.
45Giant DustballAn oversized puffball fungus the size of a melon. Kicks up a massive spore cloud when disturbed.Intentionally kicked in front of pursuers as a natural smoke screen.Immediate spore cloud; 10-ft radius, DC 13 CON or blinded for 1 minute.Dry, dusty; DC 12 CON or coughing for 1d4 minutes.Interior is edible when young and white inside; a full meal. Brown interior is toxic (2d6 poison, DC 13).
46Silverbark ReedA tall, metallic-silver reed growing in waterways. The bark rings like crystal when tapped.Hollow reeds make excellent flutes, blowguns, and water-sieving tubes.Sharp edges at cut ends deal 1 slashing damage if mishandled.Clean, water-reed scent; no effect.Tough and fibrous; DC 12 CON or severe indigestion.
47Rotlure OrchidA black and purple orchid that smells powerfully of decaying meat to attract carrion insects.Smell used to attract insects for trapping; also masks the scent of a hunter’s camp.Sticky pollen on hands; smell is absorbed (see ‘Smelled’ effect for 1 hour).Overwhelming carrion stench; DC 12 CON or vomiting 10 minutes. Attracts scavengers.Extremely bitter; DC 11 WIS or refuse to swallow. If swallowed: DC 13 CON or 1d6 poison damage.
48Springcoil FernA fern whose fronds are tightly coiled and spring violently open when disturbed, flinging seeds.Coiled fronds used in traps; the spring release can be rigged to trigger snares.DC 11 DEX or struck by uncoiling frond for 1d4 bludgeoning damage.Light, fresh fern-green scent; no effect.Safe; slightly bitter. No effect.
49Glowgill MushroomA large, gill-heavy mushroom that glows bright green. Disturbing it causes a flash of intense light.Flash response used as a signal light or to momentarily blind pursuers.Bright green light flash; DC 13 CON or blinded for 1 round.Ozone-like, electric scent; no effect.Causes bioluminescent urine/sweat for 24 hours (bright light shedding from pores: 5 ft). No other effect.
50Heartwood FungiA deep red cluster of small mushrooms that grow only inside hollow living trees.Powdered and used to enrich soil; also used in red dyes.Red spore dust stains clothes and skin (1d6 days).Warm, spicy-sweet aroma; no effect.Mildly nutritious; advantage on CON saves vs disease for 24 hours.
51Needle Palm SproutA juvenile palm whose leaves are as sharp as needles at the tips. Grows in impenetrable thickets.Harvested needles used as sewing tools and as primitive trap spines.DC 11 DEX or 1d4 piercing damage per needled frond.Faint coconut-like scent; no effect.Tender core is edible and sweet; safe, provides half a meal’s nutrition.
52Ghost PuffballAn albino puffball mushroom, pure white and nearly silent when disturbed. Spores are white and fine.Spore cloud used to check air currents and detect invisible creatures.Fine white spores coat everything; invisible creatures may be revealed (DM discretion).Absolutely odorless.Safe but flavorless; no nutritional value.
53Amber Web FungusA fungus that drapes thin amber-coloured threads between plants, like an insect’s web.Threads collected and compressed into a natural adhesive; used in crafts and repair.Sticky; DC 12 STR to pull away, or two surfaces pressed together are bonded (DC 14 STR to separate).Faintly resinous; no effect.Adhesive properties work internally; DC 14 CON or throat sticks together, requiring magical healing or a DC 16 Medicine check to clear.
54Tombstone LichenA flat, etching grey lichen found only on stone surfaces in humid areas, slowly dissolving them.Acid extract used carefully in engraving tools and to open locked stone doors over days.Mild acid; DC 10 CON or 1 acid damage to bare skin.Sharp mineral scent; no effect.Acid burns mouth and throat; DC 14 CON or 2d6 acid damage.
55MirrorleafA small plant with leaves that have a polished, mirror-like surface. Reflects light perfectly.Leaves used as signal mirrors; a handful can reflect sunlight up to a mile.Leaves are sharp-edged; DC 11 DEX or 1 slashing damage.No scent.Safe but metallic-tasting; no effect.
56Sorrow RootA gnarled root that grows exposed above ground in twisted, weeping shapes. Bark is furrowed like a face.Root tea used medicinally as an anti-inflammatory for joint pain.Fine root hairs irritate skin; DC 12 CON or hives (disadvantage on Stealth, visible rash, 4 hours).A strange, melancholy smell that evokes sadness; WIS DC 12 or mood worsens (roleplay effect).Pain relief; advantage on CON saves vs disease and exhaustion for 4 hours. Mildly habit-forming.
57FlamecapA brilliant orange and red mushroom that flares with harmless heat when disturbed, like a struck match.Heatflare reaction used as a fire-starting tool; cap fragments used as kindling.Harmless heat flash, a brief surprise; no damage.Smoky, match-like scent; no effect.DC 12 CON or internal heat flash causes 1d4 fire damage.
58Quicksand MossA buoyant moss that grows floating on still jungle pools; looks like solid ground from a distance.Dried and compressed it becomes excellent water filtration material.Foot pressure collapses the mat; DC 12 DEX or fall into water beneath.Watery, fresh; no effect.Safe; mild pond-water taste. No effect.
59AshplantA pale grey herb that grows only in areas where fires have passed through. Ash-coloured from root to tip.Burned ash used as a crude soap and water purifier. Leaves used to neutralise acid.Dusty, leaves grey residue; no effect.Smoky, woody; no effect.Bland but safe; no effect.
60Crowning Crest FungusA tall, stately mushroom with a deeply ribbed, crown-like cap. Grows alone, never in clusters.Cap used as a natural bowl; ribs trap water effectively.Smooth, pleasant; no effect.Faint, regal cedar-like scent; no effect.Mildly nutritious; disadvantage on Deception checks for 1 hour (locals call it the ‘honest mushroom’).
61Thunderclap ReedA hollow reed that builds up pressure from condensation inside and ‘pops’ loudly without warning.Used as a noisemaker in festivals; also used to startle animals away from camp.Harmless, but may pop suddenly (DC 11 or surprised by the loud crack).No scent.Hollow and inedible; no effect.
62Bleeding Heart VineA vine with heart-shaped leaves that ‘bleed’ red sap when cut. Used dramatically in local myths.Red sap used as a dye and in theatrical body paint for performances and war dances.Red sap stains; 2d4 days to fade. No damage.Faint iron, blood-like scent; attracts predators within 60 ft (DM rolls secretly).Sap is mildly toxic; DC 12 CON or cramping (disadvantage on DEX checks, 1 hour).
63Web SpongeA networked, sponge-like fungus that strings between roots in a web pattern, trapping moisture.Squeezed to harvest clean water; a large mat provides up to 2 pints.Soft and wet; no effect.Clean, peaty; no effect.Safe; tasteless. Provides a half-pint of water.
64ScreamweedA herb that emits a high-pitched whistle-like sound when the wind passes through its hollow stems.Planted around campsites to detect approaching wind or disturbances during the night.Stems whistle loudly on touch; DC 11 or startled; potentially alerts nearby creatures.No scent.Safe but hollow; no nutritional value.
65Siltcrawler MushroomA flat, creeping mushroom that migrates slowly across muddy ground, leaving a visible trail.Trails used as path markers; the fungus always migrates toward water sources.Suction-cup-like grip on skin; DC 11 STR to pull away.Muddy, peaty; no effect.Gritty and unpleasant; DC 12 CON or indigestion (disadvantage on STR checks, 1 hour).
66Ember LichenA red-orange lichen that grows on sun-heated stone. Glows faintly at night from retained heat.Crushed and applied to skin, it provides warmth (advantage on CON saves vs cold, 2 hours).Warm and slightly gritty; no effect.Warm mineral scent; no effect.DC 12 CON or intense burning sensation in mouth (1d4 fire damage).
67Thornspray FernA fern that launches small needle-like spines when the frond base is touched or brushed past.Ferns planted as natural barriers; spine extracts used on blowgun darts.1d6 piercing damage from needle spray (DC 13 DEX for half).No scent.Fronds without spines are edible but bitter. Safe.
68Memory RootA thick, flesh-coloured root with a brain-like surface texture. Prized by scholars and mystics.Root extract used in memory-enhancing tonics; 1 hour of advantage on INT checks.Slightly warm and unpleasant; no effect.Faint brain-like, bloody smell; DC 12 WIS or unsettled (roleplay).Advantage on INT checks for 1 hour, then 1 level of exhaustion as the brain feels wrung out.
69Widow’s NightshadeA dark-leaved plant bearing small black berries, almost identical to edible jungle berries.Crushed berries used as a contact poison on weapons (1d8 poison on hit, DC 14 CON to resist).Berry juice absorbed through cuts; DC 13 CON or 1d4 poison damage.Pleasantly sweet; no effect—this is dangerously deceptive.DC 16 CON or 4d6 poison damage and unconsciousness for 1 hour.
70Silverweave GrassA fine, pale grass that shimmers like silk in sunlight. Grows in dry, elevated jungle clearings.Woven into fine, lightweight clothing and hammocks; prized for its soft texture.Soft and pleasant; no effect.Faint floral; no effect.Safe and mildly sweet; no effect.
71Deathbell MushroomA small, pale mushroom with a drooping bell-shaped cap. Often found growing from the bodies of dead animals.Powerful paralytic extract used by indigenous hunters on arrow tips.Spores on skin; DC 12 CON or mild tingling and weakness (disadvantage on STR checks, 30 min).Faint sweet death-smell; DC 12 CON or nausea (disadvantage on CON checks, 10 min).DC 17 CON or full paralysis for 2 hours; on save, 3d6 poison damage.
72Mirror MossAn iridescent moss that reflects back whatever colour light hits it. In sunlight, it cycles through rainbows.Used to decorate ritual spaces; also pressed and used as camouflage in varied environments.Wet and smooth; hands take on a faint iridescent sheen for 1 day.No scent.Safe; causes iridescent sheen in eyes for 24 hours (harmless but striking).
73Barbed Trumpet VineA climbing vine with trumpet-shaped flowers whose interiors are lined with backward-facing barbs.Barbs extracted for use in fish traps and snares.(Inside the flower) DC 13 STR to remove hand; 1d6 piercing damage on removal.Sweet nectar; attracts insects (no humanoid effect).Barbs cause internal damage; DC 15 CON or 2d6 piercing damage.
74Sulfur ShelfA bright yellow-orange bracket fungus that smells powerfully of sulfur.Powdered and used in alchemy as a sulfur substitute. Edible if properly prepared.Bright yellow pigment transfers to skin; 1d4 days to fade.Sulfur odour causes watering eyes; DC 12 CON or disadvantage on Perception (sight) for 10 min.Raw: DC 13 CON or vomiting. Cooked with 1 hour of boiling: safe, nutritious, full meal.
75Hollow Bone ReedA hard, bone-white reed so rigid it is nearly as strong as wood. Interior is hollow.Excellent for crafting blowguns, flutes, structural supports, and lightweight splints.No effect; smooth and hard.Faint chalky scent; no effect.Indigestible; splinters cause DC 14 CON or 1d4 piercing damage.
76BloodmossA deep red moss that only grows where blood has soaked into the earth, including old battle sites.Applied as a wound poultice; slows bleeding and reduces infection risk.Red pigment stains; hands look blood-covered for 1d6 days.Copper and iron; DC 12 WIS or unsettled (roleplay).Safe; provides 1d4 HP of healing if eaten as a poultice-equivalent.
77WanderleafA large, flat leaf detached from any plant. The leaves drift slowly against the wind due to tiny cilia.Followed to find their origin plant, which is edible. Used as a navigation curiosity.Leaves cling gently and begin crawling along skin (harmless, unsettling).No scent.Cilia feel unpleasant; DC 11 WIS or refuse to swallow.
78Plague WortA dark green, unhealthy-looking herb that grows in areas with tainted water or disease.Counterintuitively, it can be refined into a cure for the specific disease in its immediate environment.Irritant; DC 12 CON or rash develops (1d4 days, disadvantage on social checks).Foul, sickly smell; DC 12 CON or nauseated for 10 minutes.DC 13 CON or contract a mild local disease (DM’s discretion). With proper preparation: cure local disease.
79Crown of Thorns FungusA mushroom ringed with bone-white thorns jutting outward from the cap edge.Thorn ring used as a crown or circlet in local ceremonies; also as improvised razorwire.1d4 piercing damage from the thorns if gripped.Earthy, faint; no effect.Thorn ring: see Touch. Cap flesh: safe, mildly earthy in taste.
80Murmuring KelpAn aquatic jungle-river plant whose long fronds vibrate and create low humming sounds underwater.Fronds harvested and dried; the hum continues faintly in the wind, used as wind chimes.(Underwater) vibration is soothing; DC 13 WIS or become entranced for 1 minute (stunned).Clean, river-water scent; no effect.Edible; a pleasant, salty meal. No effect.
81Ashveil SporeA grey cloud-fungus whose dome releases a continuous slow trickle of grey spores like smoke.Spore cloud used to obscure an area for 10 minutes; provides cover in combat.Spores coat equipment and skin grey for 1d4 days.Faintly smoky; DC 12 CON or mild coughing for 5 minutes.Spores fill lungs if large quantity consumed; DC 13 CON or 1d6 poison damage.
82Serpent OrchidAn orchid with a sinuous, scale-patterned stem that resembles a coiled snake from a distance.Root extract used by healers as an antivenin base for local reptile bites.No effect; the snake-like movement of the stem is a growth pattern, not mobility.Faint, pleasant floral; no effect.Provides advantage on CON saves vs poison for 4 hours.
83GlassrootA plant with translucent, glass-like roots that grow above the soil, catching dew internally.Roots collect and filter dew into clean water; each root provides a mouthful.Fragile; shatters like glass on impact. DC 11 DEX or cut by the shards (1d4 slashing).No scent.Clean water inside; safe. No effect.
84Hollowbark FungusA fungus that colonises the inside of living trees, creating honeycombed hollows while the bark looks intact.Hollowed trees serve as hidden caches; the fungus provides structural integrity.Bark collapses inward where fungus is active; DC 11 DEX or fall against the tree (1 bludgeoning).Damp wood and fungus; no effect.DC 12 CON or vomiting from the bitter compounds.
85Petal Blade FlowerA flower whose petals are rigid and razor sharp, arranged in overlapping rings like a sawblade.Petals harvested and used as cutting tools; bind several together for a crude blade.DC 12 DEX or 1d6 slashing damage per petal contacted.Sweet, deceptive floral; no effect.DC 14 CON or severe internal lacerations: 2d6 slashing damage.
86SaltbloomA white-crusted flower that grows only in areas of high mineral soil; coated in salt crystals.Crystals harvested as a salt source; petals are a salt substitute in cooking.Slightly rough; skin may dry out (no mechanical effect).Clean, seaside salt breeze; no effect.Salty and pleasant; provides electrolytes. Advantage on exhaustion saves vs heat for 2 hours.
87Night Canopy FernA fern that only unfurls at night, spending its day curled in a tight bud. Nocturnal insects pollinate it.Fern tea used as a natural sleep aid; 1 cup grants a full long rest in only 4 hours.(Day) No effect. (Night) Fronds curl defensively around the hand, a mild but harmless grip.Night-blooming jasmine scent; DC 12 WIS or feel very sleepy (disadvantage on Perception, night only).Long rest in 4 hours. One use per plant per month; the plant withers if over-harvested.
88Rot TrumpetA fleshy, ear-shaped fungus that grows from fallen trees. Amplifies nearby sounds when held to the ear.Used as an ear trumpet for Perception checks; grants +2 to sound-based Perception.Wet and rubbery; faintly warm. No effect.Rich decay smell; DC 11 CON or nauseated 5 minutes.DC 14 CON or 1d6 poison damage and temporary hearing loss (disadvantage on sound Perception, 1 hour).
89Ember ShrubA low shrub that retains heat from the day throughout the night, staying warm to the touch.Sleeping near one provides warmth equivalent to a campfire. Prized in highland jungle areas.Pleasantly warm; no effect.Dusty warmth, like sun-baked stone; no effect.Safe; mildly warming sensation. Advantage on CON saves vs cold for 1 hour.
90Stone TruffleA subterranean fungus encased in a hard mineral shell that pigs, boars, and bears dig for voraciously.A rich caloric food source; finding one means boars are likely nearby.No effect; hard and dense.Intensely savory, meaty aroma; animals within 100 ft will likely approach.A full meal; grants 2 temporary HP and advantage on exhaustion saves for 4 hours.
91Skinweaver MossA fine, pale moss that attaches itself to the skin of warm-blooded creatures passing through it.Applied as a living bandage; promotes healing by creating a sealed, moist wound environment.Moss latches to skin; DC 11 STR to remove. If left, acts as bandage (stabilises at -1 HP).No scent.Moss grows in stomach; DC 15 CON or 1d4 poison damage per hour until removed by magical means.
92Glitterpore MushroomA mushroom that releases iridescent golden spores in small puffs. Beautiful but deceptive.Spores used in celebrations and as a distraction in combat (obscure a 5-ft area for 1 round).Golden spores coat you; you shed dim light in a 5-ft radius for 1 hour. Cannot be stealthy.Honey-sweet; DC 12 CON or sneezing for 1d4 minutes.DC 12 CON or hallucinations (see iridescent patterns); advantage on CHA but disadvantage on INT for 1 hour.
93BoneflowerA white flower with petals arranged to resemble a skeleton’s hand. Grows in the deepest jungle shade.Powdered petals used in necromantic ritual components (material component substitute).Petals are ice cold; DC 11 CON or feel a chill (disadvantage on CON saves vs cold, 10 min).Faint crypt-like smell; DC 12 WIS or unsettled for 1 hour (disadvantage on saves vs fear).Severely toxic; DC 16 CON or 4d6 necrotic damage.
94Thornwheel CactusA barrel-shaped cactus covered in whorls of long, curved thorns. Stores enormous water reserves.Internal water is pure and abundant; one cactus provides up to 4 pints.DC 12 DEX or 1d4 piercing damage from thorns.Faint, clean; no effect.(Flesh) Safe, hydrating, tasteless. Full hydration for 24 hours.
95Sunglow LichenA bright amber lichen that stores sunlight and releases it slowly over several hours after dark.Scraps provide 30 minutes of dim light per square inch harvested; a patch lasts hours.Warm and slightly sticky; no effect.Faint sunbaked stone; no effect.Safe; produces a faint internal warmth. Advantage on CON saves vs cold for 1 hour.
96Feathercap FungusAn extraordinarily light mushroom whose cap, if removed, drifts slowly to the ground like a feather.Cap material studied by artificers for use in lightweight armour components.Cap detaches easily; no effect.No scent.Tasteless but safe; the cap expands in the stomach and provides a full meal’s satiation for 4 hours with minimal calories.
97Thornmind VineA vine covered in fine thorns that, if pierced into skin, cause vivid tactile and sensory experiences.Used ritualistically by local shamans for vision quests under controlled conditions.Fine thorns embed; DC 13 CON or vivid sensory hallucinations for 1d4 hours.No scent.DC 15 WIS or complete dissociation (incapacitated) for 2d4 hours; on save, intense focus (advantage on WIS checks, 1 hour).
98Deadfall BracketA heavy, dense bracket fungus that grows exclusively on structurally weakened trees, accelerating their fall.Presence signals an imminent deadfall; can be deliberately harvested to bring down weak trees.Dense and heavy (can be used as a 1d8 bludgeoning improvised weapon).Rich decay; no mechanical effect.Extremely bitter; DC 11 WIS or refuse to swallow.
99Verdant HeartA lush, perfectly round plant found at the exact centre of jungle clearings. Seems almost designed.Locals consider it a good omen and a navigation aid; clearings with them are often safe resting spots.Leaves are cool and calming; DC 12 WIS or feel compelled to sit and rest (no danger).Gentle, clean forest smell; calms all fear effects (advantage on saves vs fear, 1 hour).Heals 2d4 HP. A rare and sought-after healing food.
100The Unnamed GreyA featureless, grey, spongy growth that defies botanical classification. Locals refuse to name it, considering it bad luck.No known use. Alchemists pay good coin for samples due to its baffling properties.DC 14 CON or randomly: roll 1d4. 1: Nausea. 2: Drowsiness. 3: Temporary muteness (1 hour). 4: No effect.Changes each time it is smelled: roll 1d4 for a random scent (flowers, rot, rain, nothing).Roll on the Wild Magic Surge table, or apply a random effect of the DM’s invention.

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