Deepshroom Hive: Difference between revisions
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| colspan="3" |'''Vulnerable''' Cold 5, Radiant 2 | | colspan="3" |'''Vulnerable''' Cold 5, Radiant 2 | ||
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| colspan="3" | | | colspan="3" | | ||
| colspan="3" |'''Senses''' Blindsight 120 ft | | colspan="3" |'''Senses''' Blindsight 120 ft | ||
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Latest revision as of 11:08, 21 October 2024
Deepshrooms grow, as their name implies, deep beneath the ground. They produce a highly toxic mucus that, when applied to a creature in great enough quantity, will kill a creature and warp them into a zombie-like fungal abomination. These creatures shamble about in a facsimile of life for some years, but eventually they begin sprouting deepshrooms from their own body. Once this happens, the creature gradually decomposes into a fleshy mound where the new deepshrooms continue their macabre cycle of reproduction.
Deepshroom Hive | |||||
|---|---|---|---|---|---|
| Monster Level: 9 | |||||
| Large. Abominable Undead Plant | |||||
| STR | DEX | END | AWR | INT | CHA |
| -3 | -2 | 4 | 4 | -3 | 3 |
| Ref: 8 | Fort: 14 | Ant: 14 | Log: 7 | Will: 13 | |
| Armor Rating 10 | Immune Psychic | ||||
| Hit Points 50 | Vulnerable Cold 5, Radiant 2 | ||||
| Senses Blindsight 120 ft | |||||
| Traits Immutable Form, Iron Will, Steel Mind, Unerring Mind, Vigilant | |||||
| Features | |||||
| Energy Absorption. When the Deepshroom Hive takes any amount of fire damage that is less than its maximum HP it gains 5 current and maximum HP and grows in size to occupy 5 additional feet in all directions. If the fire damage exceeds its maximum HP, it instantly dies instead.
Light Sensitivity. The Deepshroom Hive takes 26 (4d12) radiant damage at the start of its turn if it begins in direct sunlight. Aura of Spores. When a creature starts its turn within 30 ft of the Deepshroom Hive, it must make a DC 14 END check, taking 10 (2d6+3) necrotic damage on a failed save. Infectious Spores. Any creature killed by the Deepshroom Hive and any corpse left within 10 ft of the Deepshroom Hive for 1 minute becomes a Deepshroom Shambler under the Deepshroom Hive’s control, taking its turn immediately after the Deepshroom Hive in Initiative. Hive Mind. When a Deepshroom can see a hostile creature with its Blindsight, all Deepshroom Shamblers and Deepshroom Hives within 500 ft of it also know the location of the hostile creature. Natural Camouflage. The Deepshroom Hive gains a +10 Sneaking when in dim light or darkness. | |||||
| Actions | |||||
The Deepshroom Hive can take TWO of the following actions, or take the same action twice. | |||||
| Cloud of Spores. Ranged 30 ft Natural Weapon. +3 vs FORT. Hit: 7 (2d6) necrotic and the target becomes infected with Deepshroom Poisoning.
Pheromone Release. Ranged 30 ft Natural Weapon. +3 vs WILL. Hit: The target becomes Charmed until the end of its next turn. Creatures charmed by the Deepshroom Hive must use their available movement to move directly away from the Deepshroom Hive. | |||||