Zingibber (5e Creature)
From D&D Wiki
Small plant, neutral
Saving Throws Wisdom +3, Wisdom +4
False Appearance. While the zingibber remains motionless and buried, it is indistinguishable from a normal flower.
Innate Spellcasting (Psionics). The zingibber's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no components:
Thaumatropic Roots. A creature that consumes raw zingibber gains a +1 bonus to its spell save DC and spell attack rolls, and must succeed on a DC 11 Wisdom save at the start of each of their turns or behave as though effected by the spell confusion. After the hour is over, these effects end and the creature gains 2 (1d4) level(s) of exhaustion.
Scream. Each creature within 30 ft. of the zingibber which can hear it must succeed on a DC 14 Wisdom save or become frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zingibber's Scream for 24 hours.
Slow-growing and delicate, this rare botanical is highly prized for the culinary uses of its intensely spicy root-bodies and, when consumed raw, their psychotropic side effects. Direct ingestion of a zingibber's root flesh can exponentially amplify the range and potency of arcane abilities almost instantaneously, though the user may subsequently suffer unpredictably painful or even life threatening withdrawals.