RANDOM ENCOUNTER: OCHER MAGE

Wizards of the soil, ocher magi concern themselves with the natural cycles of the earth. Since their power derives from the land, they are zealous protectors of their territories.

Hit Dice: 3d6 – 9d6 (10 – 31 hp); saves as a cleric
Armor Class: Low (Rough spun robes + average Dexterity)
Movement: As a normal, unencumbered human. Ocher magi with 3 to 6 hit dice can burrow through the earth at half their speed; ocher magi with 7 or more hit dice can burrow at full speed.
Demeanor: Roll 2d6

2-3Intractable: “Trespassers! Turn ‘round; you’re not welcome in these lands!”
4-6Suspicious: “Strangers! Explain yourselves and be quick about it.”
7Wary: “Newcomers, I ward these lands. What business brings you here?”
8-10Curious: “Been a long time since anyone trod this path. What news do you bring?”
11-12Hospitable: “Greetings, travelers! These lands can be perilous; you’re lucky to find me.”

Attack: Light melee weapon (1d6 damage) or sling (1d4 damage, 50 ft. range)
Special
Brown Magic: Sorcery of the earth and that which grows from it. As an action, the ocher mage sacrifices 1d4 hp to produce one of the following effects:

  • Back to the Earth – As a reaction to being struck by an attack or spell, the ocher mage appears to disintegrate into a pile of rocky soil and plant matter. Then the mage teleports 10 feet per hit point spent to another location they can see.
  • Fear in a Handful of Dust – As an action, the ocher mage casts orange-brown powder in a 15-foot long cone. Any living creature in the area of effect most succeed a Wisdom saving throw or be overcome with terrifying visions, unable to act for a number rounds equal to the hit points spent on the spell. Creatures that succeed the saving throw have disadvantage on all rolls for 1 round.
  • Sticks and Stones – The land turns hostile in an 15-foot-radius area the ocher mage can see. Creatures other than the ocher mage move at half speed as roots and sinkholes snag at feet. The spell inflicts 1d6 damage per hit die of the mage, dividing the dice between as many targets as the mage desires, battering them with tree branches and sudden upthrusts of rock (a successful Dexterity saving throw halves the damage). Ocher magi with 7 or more hit dice can choose to immobilize targets instead of deal damage (a successful Strength saving throw negates).The spell lasts for as many rounds as hit points spent to cast it, until the mage dismisses it, or the mage loses consciousness. 
  • Terraform – As their action, the ocher mage reshapes the land they can see up to 30 feet away. The spell affects 100 square feet of earth or stone per hit die, raising or lowering it by up to 10 feet. Ocher magi with 7 or more hit die can instead create 100 squre feet of 10-foot-deep quicksand per hit die. Creatures that enter the affected area begin sinking at a rate of 1 foot per round, unless they succeed a Strength saving throw. All terraform effects last for a number of minutes equal to the hit points spent to cast.

Summon Mulchman: As their action, the ocher mage tosses one or more skulls unto the ground. In one round, a mulchman will arise from each skull. A mage will have 1d4 skulls, plus 1 for every 3 hit dice. An ocher mage with 7 or more hit dice has a 30% of being accompanied by 1d4+1 mulchmen.

I Search the Body (roll 1d8):

1-2A basket of mushrooms, enough to feed 1d4 people. Roll 2d6 to determine kind: 2-3 – Toxic, succeed Con save or die in 1d4-1 rounds; 4-6 – Mildly poisonous, succeed Con save or be sickened for 1d8 hours; 7 – Tasty and safety to eat; 8-10 – Culinarily or Medicinally valuable; 11-12 – Hallucinogenic. A successful Intelligence check can correctly identify them.
3-4A gnarled wooden hiking stick; the wielder always seems to keep their footing (grants advantage on ability rolls to maintain balance).
5-6A clay jug of strong, earthy-tasting ale. Taking a drink gives a person the ability to converse with plants long enough to ask one question and understand the answer.
7Cloak of leaves and vines. The wearer’s movement is not hampered by naturally-occurring difficult terrain. Also grants the wearer advantage on Stealth checks outdoors. Needs to be watered regularly or it withers away.
8Glyph-carved skull: After tossing it onto the ground, a mulchman will coalesce around it after one full round. Through careful study, a spellcaster could learn how create their own (requires three successful Intelligence checks before 3 failures; in either case, the skull is destroyed).

MULCHMAN
A humanoid agglomeration of forest detritus, animated by an indentured spirit held in a ritually-prepared skull at the construct’s core.

Hit Dice: 1 hit point per caster level of the summoner. A successful called shot against the skull with destroy the mulchman regardless of the damage inflicted. Saves as a fighter.
Armor Class: Medium (made of dirt, wood, and fungus); if a melee attack doesn’t kill the mulchman outright, the weapon gets stuck in its body (Strength check to pull it free).
Movement: Half the speed as an unencumbered human.
Demeanor: Sullen obedience to the summoner.
Attack: knobby fists +2 (2d4 damage; if doubles are rolled, the mulchman grapples the target).
Special: Crush – As their action, the mulchman deals 2d4 damage to a grappled target.