b'Garlicle \n'b'  Small   plant ,  chaotic neutral  \n'b'  Armor Class  12  Hit Points  31 (7d6 + 7)  Speed  20 ft., burrow 20 ft.\n'b' STATS STR: 6 (-2) DEX:  14 (+2)  CON:  12 (+1)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Insight  +6,  Perception  +6,  Persuasion  +3,  Stealth  +4  Senses   darkvision  60 ft., passive  Perception  16  Languages  Sylvan  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Plant Camouflage . The garlicle 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 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\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites and garlicles for 1 minute. \n'b'  Innate Spellcasting . The garlicle\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  guidance ,  shillelagh  \n'b'  3/day :  augury ,  comprehend languages  \n'b'  1/day :  divination ,  entangle  \n'b'\n'b'  Actions \n'b'   Walking Staff .  Melee Weapon Attack : +0 to hit (+6 to hit with  shillelagh ), reach 5 ft., one target.  Hit : 1 (1d6 \xe2\x80\x93 2) bludgeoning damage, 2 (1d8 \xe2\x80\x93 2) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with  shillelagh . \n'b'  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. \n'b'     d4 \n'b' Fate \n'b'     0 \n'b'  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. \n'b'   1 \n'b'  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. \n'b'   2 \n'b'  Adverse Fortune . The target has disadvantage on its next  attack  roll. \n'b'   3 \n'b'  Favorable Fortune . The target has advantage on its next  attack  roll. \n'b'   4 \n'b'  Good Fortune . The target regains 5 (2d4)  hp . \n'b'   5 \n'b'  Best Fortune . The target\xe2\x80\x99s next successful hit is critical. \n'b'    About \n'b' The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts \xe2\x80\x9cWoe!\xe2\x80\x9d while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons. \n'b'  Trusted Seers . In the gardens of the alliumites, alliumite elders practice divination magic to guide and protect their communities. Named \xe2\x80\x9cgarlicles\xe2\x80\x9d by their communities, these elders use cloves plucked from their own heads to predict the future, casting the cloves like an augur\xe2\x80\x99s knucklebones. The residual fey magic that infuses all alliumites sometimes causes peculiar results in a garlicle\xe2\x80\x99s predictions. \n'b'  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 \xe2\x80\x9cGardenfriend\xe2\x80\x9d 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.'