b'Alliumite, Rapscallion \n'b'  Family:   Alliumite  \n'b'  Small   plant ,  chaotic neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  38 (7d6 + 14)  Speed  30 ft., burrow 20 ft., swim 20 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX:  18 (+4)  CON:  14 (+2)  INT:  9 (\xe2\x80\x931)  WIS:  12 (+1)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Survival  +3,  Stealth  +6  Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Sylvan  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Plant Camouflage . The alliumite has advantage on  Dexterity  ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b'  Tearful Stench . Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 14  Constitution  saving throw or be  blinded  until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The rapscallion makes two Thorny Rapier attacks or one Thorny Rapier  attack  and one Grappelvine Whip  attack . \n'b'  Thorny Rapier .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) piercing damage plus 3 (1d6) slashing damage. \n'b'  Grapplevine Whip .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 9 (2d4 + 4) slashing damage. If the target is holding a weapon, it must succeed on a DC 14  Strength  saving throw or drop the weapon. If it is holding more than one weapon, it drops only one. \n'b'\n'b' REACTIONS \n'b'\n'b'  Grapplevine Escape . When a creature the rapscallion can see hits it with a  melee attack , the rapscallion can use its whip to swing up to 20 feet away from the attacker, provided the nearby terrain includes a feature the rapscallion can use to swing, such as a branch, chandelier, ledge, mast, railing, or similar. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'  Pungent Retort . When a creature the rapscallion can see within 60 feet of it starts its turn or casts a spell, the rapscallion issues forth a string of insults cleverly crafted to make a foe cry. If it can hear the rapscallion, the target must succeed on a DC 14  Wisdom  saving throw or sob uncontrollably until the start of the rapscallion\xe2\x80\x99s next turn. A sobbing creature has disadvantage on ability checks and  attack  rolls and must succeed on a DC 14  Constitution  saving throw to  cast a spell  that requires the spellcaster to see its target. The spellcaster doesn\xe2\x80\x99t lose the spell slot on a failure. \n'b'\n'b' ABOUT \n'b' The dapper onion person waves its kale-fronded hat in a grand sweep as it swings from the ship\xe2\x80\x99s mast. It shouts a quip in a strange language, making those nearby cry. \n'b' Rapscallions crave adventure and leave their communal gardens to find it. With their natural aptitude for deft maneuvers and finesse, rapscallions easily find familiarity among scoundrels, acrobats, minstrels, and even sailors. Whether it is defending a full and hungry tavern from its cook\xe2\x80\x99s poorly seasoned stew or demanding a traveling merchant hand over produce as payment for safe passage, a rapscallion\xe2\x80\x99s swashbuckling efforts are never bland. \n'b'  Mischievous Problem Creators . Rapscallions usually mean trouble. Some sailors take them on long journeys at sea, counting on some help or possibly even a meal. But such plans hardly ever end well. \n'b' Many a pirate has told a tale over grog of stolen rowboats flying vegetable-blazoned flags as alliumites commandeer the small vessels. When confronted, rapscallions fence with thorn-tipped rapiers and swing from vantage points with vine whips. Their well-timed insults carry a blinding sting.'