Lightning Absorption. Whenever the blight is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Immobile. The blight is very slow and must crawl to move. Therefore it is very immobile and has -5 on all dexterity-related rolls.
Adamant Bark. Plates of bark as strong as adamantine surround the blight, making it immune to all physical damage, and resistant to ALL damage, except psychic and radiant.
Multiattack. The blight makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the blight uses its Engulf on it.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Engulf. The blight engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 12 Constitution saving throw at the start of each of the mound's turns or take 7 (2d4 + 2) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Desperate Restoration. Whenever the blight loses a third of its hit points, it can regain its adamant bark feature, if it was previously lost. If this is used twice, it loses all its resistances and this reaction, until the next dawn.
Accelerating Fever. Whenever a creature kills a member of the sea hag coven, it gains a level of exhaustion for 20 minutes. Furthermore, at the end of each of the creatures turns, everyone within 5ft. of the creature gains a level of exhaustion and the same affliction. If a person previously infected gets infected it merely gains another level of exhaustion. A creature can only gain one level of exhaustion per round.
Furthermore, if a person with over 3 levels of exhaustion, gained directly from this ability dies, a [monster}swarm of insects[/monster] flies from the corpse, for every two levels of exhaustion derived from this ability, this creature had.
The blight can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The blight regains spent legendary actions at the start of its turn.
Slam. The blight makes a slam attack.
Call Pests. The blight summons either a; violet fungus, swarm of rats or a swarm of insects.
Rising Jump (Costs 2 actions). The blight rises up, to make a 30 ft. fast jump. All creatures in the blights way take 1d8 bludgeoning damage, and the first creature it hits is engulfed.
Description
The blight of the lake is an amalgamation that lives deep in a dungeon, beneath a polluted lake. It animates the wild around it, making rabid beasts and all kinds of blights.
Hag's Monster. The blight is oft made by a coven of sea hags, who want to establish control over the local area. They weave their wicked magic into the blight and gives it plates carved from a special, nigh-indestructible wood source. It is often born from a little ball of writhing meat, but the hags nurture it by throwing flesh into it, which it absorbs. First, when the bloated amalgamation is large as a house and has a dozen eyes and many gaping mouths, it will be given its wooden plates and freedom to corrupt the wild around it.
Creature of many Creatures. The blight is born of all kinds of creatures, but if available the hags that nurture it will feed it with humans, preferably children, because if they do, the blight will gain intelligence, and if it was children they fed it, it will not gain independence, nor wisdom, which will make it ever more obedient. Furthermore, they also throw magic items into the blight, which will help grow its power.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the blight takes a lair action to cause one of the following effects; the blight can’t use the same effect two rounds in a row:
- The blight makes all tiles hostile creatures stand on muddy, thereby making it difficult terrain. At initiative count 1, a pike of wood springs from the muddy floor, forcing all creatures that stand on it to make a DC 14 Dexterity saving throw, taking 1d12+2 piercing damage on a failed save. The tile continues to be difficult terrain and when this ability is used again, the pikes will erupt from all previous muddy tiles along with the new ones.
- The blight calls upon its needle blight children, which sprouts from the sides of the room. All damage dealt to the blight of the lake is transferred to all blights in the lair, simultaneously.
- The blight destroys two [Tooltip Not Found] blights and uses their combined strength to entangle a creature within 15ft. of one of the blights in needles. The creature is now grappled and can use a turn to try to free itself from the spikes. To do so requires a successful DC12 strength saving throw or a successful DC 17 dexterity saving throw. Every time a creature fails a strength saving throw to free itself from the needles, it takes 1d8 slashing damage. At the end of every round, all creatures grappled in this way take 1d6 piercing damage.Regional Effects
Regional Effects
The region containing the blights lair is warped by the blights magic, which creates one or more of the following effects:
- Water sources within 6 miles of the lair are tainted with dirt and gravel, making it very unhealthy to drink from it.
- Trees become twisted and stop producing leaves. Meanwhile, their bark becomes soft and the texture of the tree itself feels like soft human skin. If a creature sleeps near a tree, it is seamlessly pulled down. If the creature takes a full long rest near a tree, it is buried alive. While the creature takes a long rest, nearby humanoids can see what is happening, and can interfere if they so wish.
- Vines, needle bushes and twigs pile together begin taking humanoid-like form, becoming blights. The fauna also becomes aggressive, attacking humanoid life, whenever possible.
Comments