Medium Plant, Unaligned
Armor Class 5
Hit Points 34 (6d8 + 10)
Speed 1 ft.
STR
3 (-4)
DEX
1 (-5)
CON
16 (+3)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Damage Vulnerabilities Acid, Cold, Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Blinded, Deafened, Frightened
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 6
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

False Appearance. While the bioluminescent algae remains motionless, it is indistinguishable from an ordinary glowing algae.

Water Thriving. The bioluminescent algae can live only in water and must remain moist.

Actions

Multiattack. The bioluminescent algae makes 1d4 Rotting Touch attacks or two Rapid Spread attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.

Rapid Spread. If the bioluminescent algae has made a Rotting Touch attack on a creature in a previous round and the creature has not cleaned the area, the trace amount of algae that remains on the skin leeches out the creature’s moisture from the flesh and starts to spread toward the face. The creature becomes dehydrated and takes 1 Level of exhaustion every round the algae spreads. To remove the algae another creature must make a Medicine Check (DC 15) to remove it. If the algae successfully reaches the face, it covers the eyes and the creature is blinded. The algae can be cleared from the eyes with a Medicine Check (DC 18). If the creature has dark vision, the bioluminescent algae takes away this feature permanently.

Habitat: Underdark

Clemencyetcetc

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