| d100 | Name | Description | Use | Touched | Smelled | Eaten |
| 01 | Ghostveil Fern | A 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. |
| 02 | Crimson Waxcap | A 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. |
| 03 | Sunthread Vine | A 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. |
| 04 | Inkbloom | A 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. |
| 05 | Drowned Trumpet | A 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. |
| 06 | Velvet Staghorn | A 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). |
| 07 | Whisperleaf | A 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. |
| 08 | Feverbloom | A 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. |
| 09 | Spelunker’s Lantern | A 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. |
| 10 | Widow’s Thread | A 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. |
| 11 | Moonsap Lily | A 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. |
| 12 | Stoneback Shelf | A 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). |
| 13 | Corpse Flower Bud | A 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. |
| 14 | Jade Tendril | A 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. |
| 15 | Foxfire Mushroom | A 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). |
| 16 | Blood Orchid | A 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. |
| 17 | Hammerthorn Bush | A 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). |
| 18 | Silkwort | A 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. |
| 19 | Tar Moss | A 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. |
| 20 | Drifting Spore Cap | A 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). |
| 21 | Hushweed | A 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. |
| 22 | Yellow Sponge | A 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. |
| 23 | Wandering Root | A 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. |
| 24 | Emberbark Shrub | A 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. |
| 25 | Lacewing Fern | A 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. |
| 26 | Mourning Petal | A 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. |
| 27 | Thorn Truffle | A 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. |
| 28 | Snap Lily | A 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. |
| 29 | Voidmoss | An 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). |
| 30 | Razorgrass | Tall, 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. |
| 31 | Dreamcup Mushroom | A 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. |
| 32 | Ironclad Lichen | A 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). |
| 33 | Bonemeal Flower | A 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). |
| 34 | Stranglefig Seedling | A 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. |
| 35 | Weeping Wax Tree | A 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). |
| 36 | Skullcap Fungus | A 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). |
| 37 | Candlewick Plant | A 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. |
| 38 | Mindmelt Moss | A 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. |
| 39 | Hunter’s Wick Vine | A 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. |
| 40 | Swamp Crown Toadstool | A 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. |
| 41 | Firetail Pitcher Plant | A 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. |
| 42 | Phantom Shelf | A 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. |
| 43 | Mirebell Flower | A 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. |
| 44 | Venom Nettle | A 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. |
| 45 | Giant Dustball | An 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). |
| 46 | Silverbark Reed | A 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. |
| 47 | Rotlure Orchid | A 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. |
| 48 | Springcoil Fern | A 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. |
| 49 | Glowgill Mushroom | A 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. |
| 50 | Heartwood Fungi | A 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. |
| 51 | Needle Palm Sprout | A 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. |
| 52 | Ghost Puffball | An 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. |
| 53 | Amber Web Fungus | A 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. |
| 54 | Tombstone Lichen | A 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. |
| 55 | Mirrorleaf | A 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. |
| 56 | Sorrow Root | A 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. |
| 57 | Flamecap | A 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. |
| 58 | Quicksand Moss | A 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. |
| 59 | Ashplant | A 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. |
| 60 | Crowning Crest Fungus | A 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’). |
| 61 | Thunderclap Reed | A 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. |
| 62 | Bleeding Heart Vine | A 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). |
| 63 | Web Sponge | A 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. |
| 64 | Screamweed | A 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. |
| 65 | Siltcrawler Mushroom | A 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). |
| 66 | Ember Lichen | A 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). |
| 67 | Thornspray Fern | A 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. |
| 68 | Memory Root | A 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. |
| 69 | Widow’s Nightshade | A 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. |
| 70 | Silverweave Grass | A 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. |
| 71 | Deathbell Mushroom | A 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. |
| 72 | Mirror Moss | An 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). |
| 73 | Barbed Trumpet Vine | A 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. |
| 74 | Sulfur Shelf | A 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. |
| 75 | Hollow Bone Reed | A 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. |
| 76 | Bloodmoss | A 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. |
| 77 | Wanderleaf | A 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. |
| 78 | Plague Wort | A 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. |
| 79 | Crown of Thorns Fungus | A 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. |
| 80 | Murmuring Kelp | An 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. |
| 81 | Ashveil Spore | A 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. |
| 82 | Serpent Orchid | An 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. |
| 83 | Glassroot | A 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. |
| 84 | Hollowbark Fungus | A 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. |
| 85 | Petal Blade Flower | A 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. |
| 86 | Saltbloom | A 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. |
| 87 | Night Canopy Fern | A 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. |
| 88 | Rot Trumpet | A 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). |
| 89 | Ember Shrub | A 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. |
| 90 | Stone Truffle | A 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. |
| 91 | Skinweaver Moss | A 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. |
| 92 | Glitterpore Mushroom | A 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. |
| 93 | Boneflower | A 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. |
| 94 | Thornwheel Cactus | A 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. |
| 95 | Sunglow Lichen | A 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. |
| 96 | Feathercap Fungus | An 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. |
| 97 | Thornmind Vine | A 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). |
| 98 | Deadfall Bracket | A 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. |
| 99 | Verdant Heart | A 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. |
| 100 | The Unnamed Grey | A 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. |
D100 Jungle Plants
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