Odd Sod

Small plant, neutral evil

Armor Class

14 (natural armor)

Hit Points

9 (2d6 + 2)

Speed

30 ft., burrow 20 ft.

Skills

Perception +4

Senses

tremorsense 30 ft.

Languages

-

Challenge

1/4

Hills and Grasslands Camouflage

The odd sod has advantage on Dexterity (Stealth) checks made to hide in hills or grassland.

Lose Your Way

If a creature steps on an odd sod they must make a successful DC 12 Wisdom saving throw or begin to lose their way. The creature wanders aimlessly in the wrong direction for 1d4 hours.

Actions

Bite

Melee Weapon Attack: — +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.