A faint mist begins to fall and you raise your face to cool your skin. The plants beneath you feet seem to be responding the same way, lifting slightly off the ground. Suddenly the plants burst into motion, surging upwards as the mist touches them. Growing without restraint and catching you up in their tendrils.
Everyone must make a DC 14 dexterity saving throw. On a success roll 2d6 and check with the table below, on a failure roll 1d6 and check with the table below.
|1||Buried under vines. 4d10 damage and you cannot move or breath due to constricting vines. You take 1d8 crushing damage at the start of your turn and it requires 3 DC 14 Athletics checks made by other members of your party to break free.|
|2||Hurtled into the sky. You are suspended by a 100 foot beanstalk into the sky. Any attempt to move requires a DC 15 acrobatics check. On a failure you fall.|
|3-4||Smashed against a building. You take 1d10 bludgeoning damage and a DC 13 Constitution saving throw. On a failure you take 3d8 piercing damage as tendrils grow into your nose and mouth cutting off your air. You cannot breath and must make a DC 14 Athletics check to break free|
|5-6||Overgrowth traps you in a room. You must make a DC 14 athletics check to cut your way free.|
|7-10||You manage to avoid the effect and are safe|
|11||You tackle on of your party members out of the way of an exploding vine. They may all another 1d6 to their result.|
|12||Finds a bushel of healing fruit. Gain 1d4 fruit that act as healing potions|