My Documents
Support GM Binder!
# Nightmare in Red ## Obedience Little Tombol reach up to grab the the only ripe apple on the tree. He stood on his tiptoes, perched atop a branch that jostled beneath him. His friend Matilda called up to him, in a mixture of pleading and admonishment. "Mum said we ain't allowed to pick those apples! Says they'll put warts on yer arse!" Little Tombol continued to reach for his prize, inching further along the branch. "Grown-ups just say that stuff so's they can keep the good stuff fer themselves. Now keep yer trap shut and I'll get *you* one next time!" "And yer mum told ye not to talk to me that way no more!" The little girl's patience for her friend's trouble-making had worn thin. "Whatever, if ye fall and break yer bum, I ain't helpin!" "Then ye can piss off then! I ain't fallin, no ways!" Little Tombol's fingers grasped the apple as best as he could. It was the biggest apple he'd ever seen. He yanked it down several times before it came free, the boy almost falling as it did. "Ha! Got it!" "Good fer you! Now I ain't gettin the strap cuz ye wanna get warts! I'm goin home afore Mum thinks I'm a part o' yer schemin!" Young Matilda shouted up at Little Tombol, before running off. Little Tombol made his way back down the tree, careful as he could, though silently eager to be on solid ground again. "Have it yer way!" He shouted off into the distance at his fleeing friend, as he successfully dismounted the tree. "Her loss." Tombol absentmindedly wiped the apple off on his tunic as he watched Matilda run off. He didn't see the pair of bulging eyes grow on the apple's surface, or the gaping maw of yellowed teeth. He didn't scream before the gangly, clawed arm erupted from the apple and grasped his throat. The village folk didn't notice he was gone until the next day. They didn't find any trace save for some dried blood and drag marks leading back into the woods. Matilda didn't see her friend again. \columnbreak ## Curiosity Jora watched carefully from behind a tree trunk. It barely hid her form, and peeking was risky. But she had to see. She had to watch. She had to know what this creature was that had devoured so many. She wanted to learn what it was doing and, hopefully, how to kill it. She saw a bulbous red creature, roughly the size of a child, though its shape was closer to that of an apple. It had no legs, and pulled itself across the ground with one large arm that looked as if an extra stem had burst from its left side and grown long, with three sharp, pointed fingers growing from the end. On it's right side was a small limp appendage, not too unlike the arm of an infant, surely useless. Whatever evil force spawned this creature seemingly made a mistake in its creation. Blackened and yellowed fangs stuck out from its wide maw, from which a, long, ropey tongue occasionally lolled out as it dragged itself along. It's eyes, bigger than fists, were bloodshot and yellow with no pupils, and seemed almost trance-like. The creature looked bloated, clearly stuffed from recently feeding. Jora watched the creature continue to scrape along the ground. She followed for some time, what seemed like an hour, with no seeming change in the creature's behavior or direction. Jora cursed herself for not trying to sneak out with her mother's halberd. It would have been difficult to accomplish, but surely with such a weapon Jora could slay the beast in a single strike, and this terror on her village would be over. Regretful and unable to change events passed, Jora continued tailing the perverse apple creature. Another hour passed, and the girl began wondering if she even needed to hide, as her target seemed either unaware or unconcerned with its surroundings. She opted not to take that risk, though her grip on the mace she had been carrying at her side loosened. Just as she was considering giving up her pursuit, Jora saw the creature's pace quicken unexpectedly. A sudden burst of vigor and purpose seemed to come over the creature. Jora struggled to keep up without revealing herself, the creature being quicker than one would think, especially in its bloated state. It darted, as much as one without legs could "dart", through trees, over rocks and fallen logs, and slowed down as it came to a clearing in the forest. A seemingly perfect circle within the trees. Enough space for one to construct a small hut if one desired, though no more. Moonlight poured into the space, oddly bright. Jora hadn't explored this part of the forest, and the feeling of unease it gave her made her glad she hadn't. She watched the creature crawl its way to the middle of the clearing, herself hiding at its edge, and then she saw what this bulbous monstrosity was after. A lumpy mass layed in the center of the clearing. A pile of gore that glistened in the light of the moon, pale flesh and organs glazed with blood and mucus. Any details beyond that were beyond Jora's ability to see, for which she was thankful. Though she could have sworn it was moving. \pagebreakNum The monster sat before the gory mess for a moment. Its already swollen body pulsed and appeared to expand even more, making noises like those of a cat dislodging a ball of fur. With a horrendous wretch, the monstrous fruit opened it's maw and expelled a grotesque flow of flesh, blood, and bile which splashed into the mass before it. The two masses of chewed and shredded viscera merged, and to Jora's surprise and horror, folded into each other. Confirming her earlier suspicion of the flesh pile's ability to move, though she was far from pleased with this confirmation. Ropes of intestines wrapped about muscle, fat, and skin. Shards of bone pierced stomachs and lungs. Blood and mucus carried hunks of organs and limbs. All merged and folded over together, the offensive pile of what was once Jora's fellow townsfolk. Her friends. Her family. It took everything Jora had to suppress the urge to vomit. All of her focus poured into keeping the bile down. To not cry out in agony at the sight before her. Her intense focus worked against her. The images plagued the girl's mind, closing her eyes only making them more vivid. She couldn't shut away the horror from her thoughts, and her body and mind couldn't endure. The girl's stomach clenched, pumping bile up her throat. She tried to keep her mouth closed, but the pressure was too much, and so Jora's lips parted unleashing her own foul torrent upon the forest floor. Tears streamed down her face as she sobbed, overcome with disgust, mournful anguish, and the terror of her own imminent demise, as the creature had surely heard her. She looked up to see the creature dragging itself toward the tree line, away from Jora, apparently no more aware of her than it was before. The girl did not look away from the creature as it left, holding back the flood of emotion until it was far enough away. She couldn't believe her luck, but would not dare question it. The creature was almost gone, disappearing behind the trees and brush. The girl did not look away from the creature, as it left. She did not see the second creature in the tree above her. She did not hear it as it lowered itself down, carefully, branch to branch. She did not know it was right behind her, hanging from a low branch by its long spindly arm. She did not have her mace ready as the creature opened its hungry maw of jagged teeth, and threw itself upon her. ## Persistence Maslon didn't know how to use a sword. He didn't know how to get the money to buy a sword. He also didn't know anyone who would sell a sword to a thirteen year old. But he did know how to steal things and run off without getting caught. The danger of what he was doing wasn't lost on him. These things were scarier than wolves, and sneakier too, somehow despite their bulbous red bodies. But twelve people had been eaten already in the last month, and the adults hadn't done *anything*. And from what he heard from the new neighbors, the adults were going to continue to be useless. Maslon had left about mid day. Everyone was busy, and know one ever paid mind to him anyway. The shortsword he swiped from the blacksmith the other day was heavier than he expected it to be, but not much could be done, and that probably meant it would do more damage than he expected too. The boy made his way through the woods at a brisk pace, following the path he had tracked a few days earlier after the last attack. He knew where the creatures went after they killed, he knew what they did there, and he wanted to end it now. The jug sloshing around in his rucksack made maneuvering through the trees difficult. He arrived at his destination after about an hour of running, breathing heavy, and soaked with sweat. For his own sake, Maslon hoped none of those monsters showed up before he was done. The pile of flesh, bile, and bone sat in a seemingly random spot in the woods, though as Maslon got closer he could feel his hair stand on end, a vibration in the air, the temperature increase. The creatures had chosen this spot on purpose. The boy jammed his sword into the ground beside him, within easy reach, and removed his pack. From in his bag, he pulled out a large jug of lantern oil he grabbed off a merchant supply wagon that had come through town. He felt bad for the wagon man. He got yelled at a lot by one of the shopekeepers. But this was more important. Maslon barely got the cap off his jug before the pulsing mass of gore erupted in a sudden burst of motion. The boy was thrown from his feet, spilling the oil, and landing on his back, his sword flying back the way he came, far from his reach. In an instant, flesh and bone knit itself together, grow to a towering height, higher than the roof of his house, and take on a form akin to a tree, though made of wet, twisted muscle and skin. The boy's gaze was locked, for a moment, in awe and fear. Remembering what he set out to do, Maslon was able to pull himself together at begin to move for the oil. Just as the boy got to his feet, a fleshy tendril burst from the ground in front of him and lashed out. Maslon ducked the wild swing, adrenaline propelling his otherwise tired body forward. The tendril retracted, but as the boy moved forward, more sprung up, one after another, each taking swipes at him. Maslon was forced back, dodging the downward blows from the fleshy tree, the wet slaps echoing through the forest. Becoming more off balance with each step, Maslon fell back as he tripped on a fallen branch. Time appeared to slow as the boy fell, and contemplated his imminent demise. A tendril was already reeling back to strike. There was no way Maslon could move before he was crushed. If he could have just lit the oil. All he had to do was just light the oil. He reached out his hand toward the spilled jug, thow he wasn't sure why, he was too far to do anything. He just wanted so badly to send this abomination up in flames. Heat built up rapidly in the palm of Maslon's hand. He felt like he did when he grabbed the pan while his mother was making hotcakes. The pain was enough to make him scream, but before he could, the sensation leapt from his hand and streaked through the air as an amber lance of flame, straight for his jug of oil at the base of the grotesque tree of meat. The flame impacted the oil, and erupted into an inferno that engulfed the tree. The creature flailed in agony, producing earsplitting, inhuman cries. Maslon hit the ground. \pagebreakNum Maslon held his pounding head as he got up to his feet. He watched the impending forest fire roasted the flesh of whatever it was that flailed and writhed before him. Sweat poured from his brow, the smoke was starting to make breathing harder than it already was. He was covered in dirt, leaves, and other forest debris. The sword he stole lay on the ground beside him. Maslon decided it best to return it, later that night. He never needed it again, anyway. ## Whimsy \pagebreakNum ## Bad to the Core *-- Inquisitor Harmon Jonswillow, Ph. D, Professor of Monstrous Studies* *A Crytozoological report regarding the behavior, anatomy, and recommended actions in response to, the monstrous entities hereafter referred to as "Bad Apples".*
Upon embarking on the initial foray into researching these creatures, I was sure they would prove little more than another goblin, or kobold-like creature. Just more small, simple, plucky, but relatively unimpressive monsters. I was far too quick to judge, for I knew nothing of their true nature and capabilities. This experience was a lesson in humility I am woefully embarrassed to have learned so late in life. My quest brought me across the world, and to many others across the multiverse. I could publish several novels based on my planar travels alone, but that is for another time. Based on what my travels have taught me of Bad Apples, if I were to affix to them a term to describe the brand of threat they pose, I would call them an *infestation*. They infect worlds like termites would an untreated hut. If discovered, the source of the Bad Apples should be tracked down and eliminated immediately, with no hesitation, and extreme prejudice. I have seen worlds devoured by a red tide of gnashing teeth. The only recourse left was plane-wide extermination, a difficult solution to say the least. It is my hope that I may apply the knowledge I have gained to ensure no world suffers that fate, and that the information detailed in this report arms others to do the same. ## Anatomy: The Face of Death To begin, it is important to be able to identify the threat in question. Bad Apples are named as such for a reason. They appear as red apples, stem and all, approximately the size of an above average pumpkin, with wide gaping mouths of pointed filthy teeth, and bulging yellow pupil-less eyes. From the right side, protruding out from the Apple's body, is limp, pudgy, vestigial arm, one foot in length. Protruding out from the creature's left is a long, gangley arm, tipped with three claw-like fingers. For the most part, Bad Apples have no internal organs. In fact, the majority of the space inside of a Bad Apple's body consists of its inner mouth, the rest consisting of its brain cavity. All biomass consumed is stored within its inner mouth, and though some expansion occurs as the creature consumes more, it seems to hold more than its physical dimensions would suggest. There is no digestive system to speak of, which will be explained further later. These creatures do possess a brain, to which the Apple's "stem" directly connects. If one so brave as to get close and attempt to grab this stem, they will find themselves with some measure of influence over the Apple's movement. Such a course of action comes with the obvious dangers, so do not pursue it lightly, no matter how much fun that dwarven rodeo made it look. Bad Apple's will use their left arm to drag themselves along the ground, when not in a hurry. To move faster, they will typically use this arm to pull themselves off the ground as they move forward, into a "hopping" motion of sorts, though some have been observed rolling along the ground, or hopping in reverse. According to the findings of several biomancy specialists, Bad Apples (at least in their base form) seem to share one particular quality that is fundamental to their biology. They are "incomplete". The specifics are complicated, but to simplify, the cells of a Bad Apple's body are always looking to grasp on to, and assimilate new biomass, as evidenced their ability to heal upon consuming a creature. Once a Bad Apple is birthed, it is too late for it's cells to make any more complex use out of biomass beyond healing. Therefore, outside of extraneous circumstances a Bad Apple cannot assimilate traits from other creatures after having sprout from it's Flesh Tree. ## Flesh Trees: The Root of all Evil The Flesh Tree is the core of Bad Apple infestation. They constantly spawn Bad Apples through a gruesome birhing process, which most newborn Apples do not survive. Those that do survive, continue on to terrorize, and devour the local populace. While I will forever encourage every soul I meet to kill all Bad Apples on sight, this will only scratch the surface of the problem before you. To end the threat posed by these creatures, you must seek out the Flesh Tree spawning them, and destroy it, utterly. \pagebreakNum ___ ___ > ## Bad Apple >*small fey, chaotic evil* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 17 (5d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|10 (+0)|8 (-1)|10 (+0)|14 (+2)| >___ > - **Skills** Stealth +6 > - **Saving Throws** Cha +5 > - **Condition Immunities** Prone, Poisoned > - **Damage Immunities** Poison. > - **Senses** Passive Perception 10 > - **Languages** Sylvan > - **Challenge** > ___ > > ***False Appearance.*** As an action, the bad apple may choose to disguise itself as a normal, delicious looking apple, modifying its size and color as it chooses. If it is within 5 feet of a tree, it may also choose to hang itself from a branch of that tree, as a part of that action. It may shift out of its disguised form as a bonus action. > > > > ***Devour.*** If the bad apple reduces a medium or smaller creature to 0 hit points with its bite, it can choose to devour that creature. The apple then regains 4 (1d8) hit points and the devoured creature dies. If the creature is a humanoid of 13 years old or younger, the bad apple regains up to its maximum hit points, instead. > > ***Engorge.*** When the bad apple devours a creature, it gains one engorgement. If the creature is a humanoid, it gains two engorgement instead. Once the apple gains five engorgement, it becomes fully engorged. It cannot devour any more creatures while it is fully engorged. As an action, the apple may vomit gore to reduce its engorgement by one or more. > > ***Engorgement Trance.*** While fully engorged, creatures have advantage on Dexterity (stealth) checks made to hide from the apple. > > ### Actions > > > ***Bite.*** *Melee Attack:* +6 to hit, Reach 5 ft., one target. *Hit* 6 (1d6 + 3) piercing damage and 3 (1d6) poison damage. > > ***Claw.*** *Melee Attack:* +6 to hit, Reach 10 ft., one target. *Hit* 7 (1d8 + 3) slashing damage and the target is pulled up to ten feet toward the bad apple. > > ***Expel Gore.*** *Ranged Attack.* +6 to hit, Range 60 ft., one target. *Hit* 13 (3d6 + 3) bludgeoning damage, and the target is knocked prone. The apples engorgement is then reduced by one. The apple cannot *Expel Gore* if it does not have any engorgement. ___ ___ > ## Lesser Flesh Tree >*large monstrosity, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 75 (10d10 + 20) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|8 (-1)|15 (+2)|10 (+0)| >___ > - **Skills.** Perception +5 > - **Saving Throws** Con +5 > - **Condition Immunities** Blinded, Prone, Poisoned, Restrained > - **Damage Immunities** Poison. > - **Senses** Blindsight 20 ft., Tremorsense 60 ft., Passive Perception 15 > - **Languages** Understands Sylvan, but cannot speak. > - **Challenge** > ___ > > ***Gruesome Birthing.*** Every day at noon, the Flesh Tree makes a Constitution check. The tree produces an amount of Bad Apples equal to the total result of the check, which then fall to the ground randomly within 10 ft. of the tree. Of the total Bad Apples produced, only an amount equal to the total result minus 20 survive the birthing process and become fully functioning Bad Apples. Of the remaining apples: > - 1d4 - 3 live, but are too deformed to move on their own > - the rest flail, writhe, and mutate for 2d6 minutes before dying. > > ***Mass of Root and Corpse.*** Exposed roots and remains of failed births litter the ground within 10 ft. of the tree, making the space difficult terrain. > > > > > > ### Actions > ***Multiattack.*** The Flesh Tree makes one attack with it's roots and one with it's spines. > > ***Root.*** A fleshy tendril sprouts from the ground at a point within 90 ft. and makes an attack against a creature the Flesh Tree can sense, then retracts. *Melee Attack:* +6 to hit, Reach 20 ft., one target. *Hit* 11 (2d8 + 2) bludgeoning damage, and the target is pushed or pulled 10 ft. in a direction of the tree's choosing. > > ***Spines.*** *Ranged Attack:* +6 to hit, Range 60 ft., one target. *Hit* 5 (1d6 + 2) piercing damage and 3 (1d6) poison damage. The target must make a DC 15 Constitution saving throw, or be poisoned for 1 minute. A poisoned creature may repeat their saving throw at the end of each of their turns, ending the effect on a success. > > \pagebreakNum ___ ___ > ## Flesh Tree >*large monstrosity, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 114 (12d10 + 48) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|18 (+4)|10 (+0)|15 (+2)|10 (+0)| >___ > - **Skills.** Perception +5 > - **Saving Throws** Str +7, Con +7 > - **Condition Immunities** Blinded, Prone, Poisoned, Restrained > - **Damage Immunities** Poison. > - **Senses** Blindsight 30 ft., Tremorsense 90 ft., Passive Perception 15 > - **Languages** Understands Sylvan, but cannot speak. > - **Challenge** > ___ > > ***Gruesome Birthing.*** Every day at noon, the Flesh Tree makes a Constitution check. The tree produces an amount of Bad Apples equal to the total result of the check, which then fall to the ground randomly within 20 ft. of the tree. Of the total Bad Apples produced, only an amount equal to the total result minus 20 survive the birthing process and become fully functioning Bad Apples. Of the remaining apples: > - 1d4 - 2 live, but are too deformed to move on their own > - 1d4 - 1 live, but are *Explosive Apples*, and die after 1d4 days, > - the rest flail, writhe, and mutate for 2d6 minutes before dying. > > > ***Mass of Root and Corpse.*** Exposed roots and remains of failed births litter the ground within 20 ft. of the tree, making the space difficult terrain. > > ***Limited Telepathy.*** The Flesh Tree is able to communicate telepathically with any Bad Apples produced by itself, or by flesh trees it controls, regardless of distance, as long as they are on the same plane of existence. > > ***Binding Roots.*** The Flesh Tree may choose to use one of its *Root* attacks to grapple instead. If the tree is currently grappling a creature, it may use one of its *Root* attacks make another grapple check against the grappled creature. On a success, the creature is *Restrained* until the grapple ends. > > The tree may grapple up to two creatures, and is unable to make one root attack for each creature it has grappled. > > ### Actions > ***Multiattack.*** The Flesh Tree makes two attacks with it's roots and one with it's spines, or two with it's spines. > > ***Root.*** A fleshy tendril sprouts from the ground at a point within 90 ft. and makes an attack against a creature the Flesh Tree can sense, then retracts. *Melee Attack:* +7 to hit, Reach 20 ft., one target. *Hit* 13 (2d8 +4) bludgeoning damage, and the target is pushed or pulled 10 ft. in a direction of the tree's choosing. > > ***Spines.*** *Ranged Attack:* +7 to hit, Range 90 ft., one target. *Hit* 11 (2d6 + 4) piercing damage and 3 (1d6) poison damage. The target must make a DC 15 Constitution saving throw, or be poisoned for 1 minute. A poisoned creature may repeat their saving throw at the end of each of their turns, ending the effect on a success. > > > \pagebreakNum ___ ___ > ## Gore Spire >*Gargantuan monstrosity, chaotic evil* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 363 (22d20 + 132) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|14 (+2)|22 (+6)|14 (+2)|18 (+4)|15 (+2)| >___ > - **Skills.** Perception +9 > - **Saving Throws** Str +12, Con +11 > - **Condition Immunities** Blinded, Prone, Poisoned, Restrained > - **Damage Immunities** Poison. > - **Senses** Blindsight 60 ft., Tremorsense 120 ft., Passive Perception 19 > - **Languages** Telepathy 120 ft., understands Sylvan, but cannot speak. > - **Challenge** > ___ > > ***Legendary Resistance (3/Day).*** If the Gore Spire fails a saving throw, it may choose to succeed it instead. > > ***Gruesome Birthing.*** Every day at noon, the Gore Spire makes a Constitution check. It produces an amount of Bad Apples equal to the total result of the check, which then fall to the ground randomly within 30 ft. of the spire. Of the total Bad Apples produced, only an amount equal to the total result minus 20 survive the birthing process and become fully functioning Bad Apples. Of the remaining apples: > - 1d4 - 2 live, but are too deformed to move on their own > - 1d4 - 1 live, but are *Explosive Apples*, and die after 1d4 days, > - the rest flail, writhe, and mutate for 2d6 minutes before dying. > > ***Mass of Root and Corpse.*** Exposed roots and remains of failed births litter the ground within 30 ft. of the spire, making the space difficult terrain. > > ***Assume Control.*** The Gore Spire is able to completely subvert the will of Flesh Trees that grow within 120 feet of it. It may control up to 3 normal Flesh Trees, or for each normal Flesh Tree it may control it may control 2 Lesser Flesh Trees instead. Controlled Flesh Trees act on their own initiative. > > ***Special Telepathy.*** The Gore Spire is able to communicate telepathically with any Bad Apples it, or a flesh tree it controls, have produced, regardless of distance, as long as they are on the same plane of existence. It may also use its action, to see through the eyes of a Bad Apple it can communicate with, and hear what it hears. It may only perceive through one Bad Apple at a time. > > When the Gore Spire uses its telepathy with creatures other than Bad Apples, it communicates through emotion and intent, rather than words. > > ***Binding Roots.*** The Gore Spire may choose to use one of its *Root* attacks to grapple instead. If the spire is currently grappling a creature, it may use one of its *Root* attacks make another grapple check against the grappled creature. On a success, the creature is *Restrained* until the grapple ends. > > The spire may grapple up to three creatures, and is unable to make one root attack for each creature it has grappled. > > ### Actions > ***Multiattack.*** The Gore Spire makes three attacks with it's roots and uses it's spine barrage. > > ***Root.*** A fleshy tendril sprouts from the ground at a point within 120 ft. and makes an attack against a creature the Flesh Tree can sense, then retracts. *Melee Attack:* +12 to hit, Reach 20 ft., one target. *Hit* 16 (2d8 + 7) bludgeoning damage, and the target is pushed or pulled 20 ft. in a direction of the spire's choosing. > > ***Spine Barrage.*** The Gore Spire chooses a point within 120 ft., and unleashes a barrage of poisonous spines in a 20 ft. radius of that point. Each creature within that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 7 (2d6) piercing damage and 14 (4d6) poison damage, and becomes poisoned for 1 minute. On a successful save, a creature takes half that damage, and is not poisoned. A poisoned creature may repeat their saving throw at the end of each of their turns, ending the effect on a success. > > > ### Legendary Actions (3/round) > > ***Forced Birthing.*** The Gore Spire spawns 1d4 Bad Apples, which fall randomly within 30 ft. of itself. These apples die after 1d4 rounds. > > ***Crush.*** A creature the spire has restrained makes a DC 17 Strength saving throw, taking 18 (4d8) bludgeoning damage on a failed save, and half that damage on a successful one. > > ***Forced Evolution (2 actions).*** 1d4 Bad Apples of the spire's choice, within 120 ft., become *Explosive Apples*. These apples die after 1d4 rounds. >