Deepshroom Shambler

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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 Shambler

Monster Level: 8
Medium. Undead Plant
STR DEX END AWR INT CHA
4 3 4 3 -3 -2
Ref: 13 Fort: 14 Ant: 13 Log: 7 Will: 8
Resist Fire 3
Armor Rating 11 Vulnerable Cold 3, Radiant 2
Hit Points 70
Speed 25 ft Senses Blindsight 90ft
Traits Immutable Form, Iron Will, Steel Mind, Unerring Mind, Vigilant
Features
Energy Absorption. When the Deepshroom Shambler takes any amount of fire damage that is less than its maximum HP it gains 5 current and maximum HP. If the fire damage exceeds its maximum HP, it instantly dies instead.

Light Sensitivity. The Deepshroom Shambler takes 26 (4d12) radiant damage at the start of its turn if it begins in direct sunlight.

Corpse Host. A Deepshroom Shambler killed by anything other than Cold or Radiant damage becomes a Deepshroom Hive after 24 hours.

Actions

The Deepshroom Shambler can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Shambler can move up to its speed.

Bludgeon. Reach 5 ft Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) blunt and the target becomes Shaken until the end of its next turn.

Vomit. Reach 15 ft Natural Ranged Weapon. +3 to hit REF. Hit: 7 (1d6+4) necrotic, and make a secondary attack: +5 vs FORT. Hit: the target contracts Deepshroom Poisoning (see Appendix B) and becomes Sickened.

Reactions
Pursue. When a creature moves from within 5ft of the Shambler to more than 5ft away from it, the Shambler can use Bludgeon.