Morbunegm

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Fiends of Phlegmereth

Phlegmereth is dotted by settlements of various sizes, all rife with multiple plague outbreaks at once. The majority of Phlegmereth is covered by the bog of Zarnoxas, stretching from one horizon to the next. Flat expanses of thick needlegrass is broken by the occasional copse of twisted, dripping trees and clouds of stinging insects infest every square inch. Horrific diseases and maladies originate from this place and the fiends that call it home relish in each outbreak of pustules, rashes, and mucus. They treat each ailment like a holy thing and view collective illness as a sort of deity.

Morbunegm

Morbunegms loom over the swamps of Phlegmereth, granting sickly powers to their most ardent disciples. With green-tinged skin and black ram’s horns curling around their heads, these creatures wield fear like swords and plague like arrows. Disciples of a Morbunegm might profess that sickness preserves the cycle of life and should be celebrated, rather than treated or cured. They often seek illness themselves to profess their dedication, sometimes earning disease at the hands of the Morbunegm itself.

Morbunegm

Monster Level: 22
Huge. Fiend
STR DEX END AWR INT CHA
7 5 7 2 2 5
Ref: 15 Fort: 17 Ant: 12 Log: 12 Will: 15
Armor Rating 14 Resist Corrosive 5 Immune Non-Magical Weapons, Toxic
Hit Points 264 Vulnerable Radiant 3 DR 5/ Radiant
Speed 30 ft Traits Immutable, Unerring Mind
Features
Pustules. If the Morbunegm takes physical damage, all creatures within a 10ft radius must make a DC15 DEX check or take 6 (1d12) corrosive damage.

Dealmaker. The Morbunegm may bind any willing mortal to a contract signed in blood. The contract can have a set date or condition of fulfillment or can last in perpetuity. If the contract is broken, the violator must make a DC17 CHA check, taking 65 (10d12) psychic on a failed check and half as much on a successful one.

Share Power. The Morbunegm may bestow a fraction of its power onto a willing mortal. Doing so gives the mortal the Vessel entry talent. Sharing power in this way lowers the Morbunegm’s maximum HP by 10, but increases its AR by one. The Morbunegm may only Share Power with up to 5 mortals at a time.

Corrupt Presence. Whenever the Morbunegm remains in one place for a week, it innately casts a random ritual from the list below. It is immune to Dark Power.

1. Blight

2. . Plague of Boils

3. Deathboil Plague

Corrupt Spells. Using END, the Morbunegm can innately cast the following occult and primal chants and spells. All spells cast in this way count as occult.

(At Will) Hex of Lethargy, Poison Spores, Sickening Gaze

(3/Day) Acid Pool, Cone of Decay

(1/Day) Clot

Gift of Disease. Any creature that Shares Power with the Morbunegm gains a permanent symptom from the table below

d6 Symptom
1 Boils. -1 CHA. When you are hit by a melee attack, you can make a special attack by spending 1 reactive AP. +END vs REF. Hit: 1d4+END corrosive
2 Scabs. -1 DEX. +2 FORT
3 Cough. -1 END. +2 Intimidating
4 Weeping Eyes. -1 AWR. +2 Empathy
5 Tremble. -1 STR. +2 REF
6 Tinnitus. Vulnerable Sonic 1. +2 WILL
Actions

The Morbunegm can take FIVE of the following actions, or take the same action five times.

Move. The Morbunegm can move up to its speed.

Smash. Reach 10 ft Natural Weapon. +7 vs AR. Hit: 11 (1d8+7) blunt. If this attack exceeds the target’s AR by 5 or more, the target becomes Staggered until the end of its next turn.

Minor Spell. The Morbunegm can cast one of its at will spells.

OR the Morbunegm can take TWO of the following actions, or the same action twice…

Move. The Morbunegm can move up to its speed.

Smash. Reach 10 ft Natural Weapon. +7 vs AR. Hit: 11 (1d8+7) blunt. If this attack exceeds the target’s AR by 5 or more, the target becomes Staggered until the end of its next turn.

...AND take ONE of the following actions.

Spew. 30 ft Cone Natural Weapon. +5 vs REF of each creature in the cone. Hit: 18 (2d12+5) toxic, and make a secondary attack +7 vs FORT. Hit: The target becomes Sickened indefinitely. Creatures Sickened by Spew can make a DC 17 FORT check at the end of each of their turns, ending this condition on a success.

Major Spell. The Morbunegm can cast one of its expendable spells.

OR the MONSTER can take TWO of the following actions, or take the same action twice.

Spew. 30 ft Cone Natural Weapon. +5 vs REF of each creature in the cone. Hit: 18 (2d12+5) toxic, and make a secondary attack +7 vs FORT. Hit: The target becomes Sickened indefinitely. Creatures Sickened by Spew can make a DC 17 FORT check at the end of each of their turns, ending this condition on a success.

Major Spell. The Morbunegm can cast one of its expendable spells