Poison Ivy

Commissioned by xAnon

Poison Ivy was once a brilliant human researcher named Pamela Isley who specialized in plants and the natural world. She dedicated herself to the preservation of nature and trying to ensure a balance between advances in magic and technology without causing undo damage. That changed after being tricked by a colleague into a romantic relationship, which was then used to manipulate her into assisting with several thefts and other criminal actions. To remove a potential witness and liability, her partner attempted to murder her by injecting her with a potent concoction of plant toxins and leaving her to die.

The murder attempt failed, though none besides Isley herself could say how. She claims that a powerful natural entity called The Green spoke to her as she died, offering her a renewed chance at life if she dedicated herself to it, and in her desperate moments she accepted the offer and became Poison Ivy. Transformed into a plant-human hybrid, Ivy has incredible power over plants and her own body, allowing her to produce a variety of powerful toxins and pheromones that she can release through her skin, lips, or in clouds of spores to kill or manipulate her victims and enemies. Her skin can leave a burning poison with a simple touch, but her most deadly toxins are delivered through a kiss, where the more permeable membranes of her and her target’s lips can transfer quick death to the recipient.

Despite her deadly abilities she doesn’t like picking fights and much prefers to remain in the background, using controlled minions to handle most of what she needs done. Using powerful pheromones to poison and take over the minds of useful humanoids in conjunction with friendly beasts and plants and getting them to advance her plans. Her new loyalty is to the Green over any humanoids, and any significant settlement is viewed as an enemy of nature by her. She’s successfully brought down several towns, utterly destroying everything and driving out the people to hide in the surrounding wilderness. Many have been recruited into her faction out of fear and desperation, returning them to nature.

A picture of a 5th Edition Dungeons and Dragons stat block for Poison Ivy. The text is available below.

Poison Ivy
Medium humanoid (human), neutral evil
Armor Class 17 (natural armor)
Hit Points 190 (20d8+100)
Speed 30 ft., climb 30 ft.
Str 14 (+2) Dex 16 (+3) Con 20 (+5) Int 20 (+5) Wis 14 (+2) Cha 18 (+4)
Saving Throws Constitution +9, Intelligence +9, Charisma +8
Skills Acrobatics +7, Deception +8, Medicine +9, Nature +13, Persuasion +8
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 12
Languages English
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Protect Me! Attacks against Poison Ivy are made with disadvantage if the attacker is within 5 feet of an ally of Poison Ivy that isn’t within 5 feet of any other hostile creature.
Plant Physiology. Poison Ivy is treated as being a plant as well as a humanoid.
Plant Walk. Difficult terrain composed of plants doesn’t cost Poison Ivy extra movement.
Speak With Plants. Plants can understand what Poison Ivy says.
ACTIONS
Multiattack. Poison Ivy makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, plus 17 (5d6) poison damage.
Poisonous Kiss. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature or a creature that is grappled by Poison Ivy, incapacitated, or restrained. Hit: Poison Ivy chooses one of the following effects:
• The target must make a DC 17 Constitution saving throw. On a failure, the target is poisoned and takes 44 (8d10) poison damage. While poisoned in this way, the target takes 22 (4d10) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
• The target is affected by Ivy’s Controlling Pheromones, except it has disadvantage on saving throws against the effect, and if it fails the second saving throw it is poisoned for 24 hours.
Controlling Pheromones (Recharge 4-6). Poison Ivy blows powerful pheromones onto up to two beasts, humanoids, or plants within 5 feet of her. The target must succeed on a DC 17 Constitution saving throw or be poisoned. A poisoned creature must repeat the saving throw at the end of its next turn. On a failure, the creature is poisoned for 1 hour and falls under Ivy’s control. The poisoned target obeys Ivy’s verbal commands. If it cannot understand her commands, it views her as a trusted ally that must be protected. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. While poisoned in this way, the target doesn’t have disadvantage on attack rolls. If the target successfully saves against this effect, or if the effect on it ends, it has advantage on saves against Ivy’s Controlling Pheromones for the next 24 hours.
Spellcasting. Poison Ivy casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, entangle, grasping vine, plant growth, purify food and drink, speak with plants
3/day each: contagion, goodberry (when a creature eats one of these berries, Ivy can choose to have that creature be affected as if it had been hit by her Poisonous Kiss), greater restoration
1/day each: cloudkill, wall of thorns
1/month: awaken (plants only)
BONUS ACTIONS
Boost Minion. Poison Ivy targets one willing plant creature or one creature affected by her Controlling Pheromones she can see within 30 feet of her. The ally has advantage on the next attack roll it makes before the end of its next turn.
REACTIONS
Loyal Consort. Poison Ivy redirects one attack made against her to a creature within 5 feet of her that is affected by her Controlling Pheromones.

POISON IVY’S LAIR
If Poison Ivy casts the 8 hour version of plant growth on the same area every day for a month, the location becomes her lair and begins growing, overtaking the surrounding area and expanding her control. Each month the radius of her lair increases by 500 feet. If Poison Ivy is encountered inside her lair she has a challenge rating of 11.

LAIR ACTIONS

When fighting in her lair, Poison Ivy can the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Poison Ivy can take one lair action to cause one of the following effects:
• Poison Ivy manipulates the plant life in two 10-foot square areas within 120 feet of her. She can turn any regular terrain in those areas into difficult terrain, or vice versa. Any creature of Poison Ivy’s choice in those areas must succeed on a DC 15 Strength saving throw or be restrained by the plants. A creature can be freed if it or another creature take an action to make a DC 15 Strength check and succeeds. A restrained creature is also freed if Poison Ivy takes this lair action again, or if she dies.
• Poison Ivy summons 1 awakened tree, four vine blights, eight needle blights or violet fungi, or 16 awakened shrubs within her lair. These summoned plants act on initiative count 20 on the next round. If Poison Ivy uses this effect again, any plants summoned by a previous use are destroyed.
• A cloud of poisonous spores are released from plants in a 20 foot radius centered on a point Poison Ivy can see within 120 feet of her. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Poison Ivy can’t repeat an effect until all three have been used, and she can’t use the same effect on consecutive rounds.

REGIONAL EFFECTS

Within Poison Ivy’s lair, plant life and nature grows stronger, creating one or more of the following effects
• The area within the lair takes twice as long as normal to traverse, as plants grow thick. Poison Ivy, creatures under the effect of her Controlling Pheromones, and plant creatures can move at normal speed.
• Nonmagical plants that aren’t creatures seem to almost be aware of intruders in the lair. Limbs, flowers, and vines shift slowly in the direction of unknown creatures, though not fast or strong enough to present a threat.
• Plants in the lair gain resistance to poison damage.

If she creates a new lair, goes one month without casting the 8 hour version of plant growth within the area of it, or dies, the lair stops growing and all regional effects fade within immediately.

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