b'Tuberkith \n'b'  Small   plant ,  any  \n'b'  Armor Class  13 (natural armor)  Hit Points  22 (4d6 + 8)  Speed  30 ft., burrow 20 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX:  14 (+2)  CON:  15 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  9 (\xe2\x80\x931)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Nature  +2  Perception  +3,  Survival  +3  Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Sylvan  Challenge  1/4 (50 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Deep Roots . The tuberkith has advantage on  Strength  and  Dexterity  saving throws made against effects that would move it against its will along the ground. \n'b'  Dozens of Eyes . The tuberkith has advantage on  Wisdom  ( Perception ) checks that rely on sight and on saving throws against being  blinded . In addition, if the tuberkith isn\xe2\x80\x99t  blinded , creatures attacking it can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the tuberkith, such as the Pack Tactics trait or Sneak  Attack  feature. \n'b'\n'b' ACTIONS \n'b'\n'b'  Peeler .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) slashing damage. \n'b'  Masher .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12  Strength  saving throw or be forced  prone . \n'b'\n'b' ABOUT \n'b' A stout, potato-shaped humanoid hums happily as it pushes its wheelbarrow filled with radishes through a recently harvested field. \n'b' Tuberkith are root vegetables given sentience by fey magic. \n'b' After a rural village offended the local fey court, its unseelie ruler condemned the villagers to watch their year\xe2\x80\x99s harvest uproot itself and walk away, leaving them to starve. Potatoes, beets, yaro, and yams crawled free from the soil and strolled about the village. The  fey lord\xe2\x80\x99s  curse did not work out as intended: Instead of fleeing into the surrounding wilderness, the tuberkith became quite social. They exhibited a natural predisposition for managing crops and happily supported the villagers\xe2\x80\x99 farming efforts in growing additional food. The tuberkith settled among the villagers and formed families, becoming a blessing in the long run. \n'b'  Friends in the Field . Tuberkith form strong relationships with the communities around them, who cherish the tuberkith\xe2\x80\x99s natural connection to the fields they work. They seem to especially enjoy working with humans, halflings, and erina. \n'b'  Planting Offspring . When reproducing, both tuberkith parents plant an eye in the ground. The parents tend to the burgeoning roots for three months, then they pull the new offspring from the ground. \n'b'  Defensive Weapons . Like other cultures, tuberkith have developed weapons to defend themselves from predators and foes. The tuberkith wield two-handed mashers, which can knock their foes to the ground, while allies use one-handed peelers to effortlessly slice flesh from the prone enemies. \n'b' When five or more tuberkith settle in an area and work farmland, planting and harvesting crops, for at least one season, the plants within 5 miles of the tuberkith\xe2\x80\x99s farm become healthier and enriched. Such plants are immune to nonmagical blights, diseases, and poisons, and they have advantage on saving throws against magical blights, diseases, and poisons. In addition, these plants produce half again the normal amount of food when harvested. Once active, this effect remains as long as at least one tuberkith continues to work at least one acre of farmland in the area each season.'