Large Monstrosity (Any Race), Neutral Evil
Armor Class 17 Natural Armor
Hit Points 113 (12d10 + 44)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws STR +9, DEX +8, CON +8
Skills Acrobatics +7, Athletics +8, Nature +4, Stealth +7
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft, Tremorsense 15 ft, Passive Perception 17
Languages Common, Draconic, Sylvan, Abyssal, Any language of an affected creature
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Adaptability. The Azure Gloom can chose to adapt to its environment at will with abilities from infected creatures. The Azure Gloom can adapt once at the start of its turn or as a legendary action.

Standing Leap. The Azure Gloom can long jump up to 30 feet and it's high jump is 20 feet as it can utilize its vine-like tentacles to move.

Adaptations: 

1 - Petrifying Touch (Cockatrice) - The Gloom's slam attack begins to affect the target with petrification. The target must succeed a DC 14 Constitution Saving Throw or be restrained on a failure. A failure on the target's next turn results in them  turning to stone and becoming petrified for 24 hours

2 - Acidic Strikes (Black Dragon Wyrm) -  The Gloom's attacks are coated with a potent acid. Every melee and ranged attack deals an extra 1d6 acid damage on a hit

3 - Poison Stench (Shadowghast) - The Gloom radiates a poisonous aura of spores. Any creature that starts its turn within 10-ft of the Gloom must make a DC 14 Constitution Saving Throw, being poisoned until the start of its next turn. On a success, the target is immune to the stench for 24 hours.

4 - Displacement (Displacer Beast) - The Gloom projects an illusion that makes it appear to be standing near its actual location, causing all attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the start of its next turn. This trait is also disrupted while the Gloom is incapacitated.

5- Defensive Spines (Needle Lord) - The Gloom sprouts jagged piercing spines across its body. Any melee attack that hits the Gloom while in this feature, the attacking creature will receive 2 (1d4) piercing damage per hit.

Actions

Multi-Attack. The Gloom can make three attacks on its turn, two attacks can be replaced by the poison breath attack if available. 

Slam Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) bludgeoning damage. 

Spine Throw. Ranged Weapon Attack: +8 to hit, range 60/120 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage.

Poison Breath (Recharge 5-6). The Gloom exhales poisonous spores in a 15-ft cone. Each creature in that area must make a DC 13 Constitution Saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success

Summon Vines (Recharge 3/long rest).  The Gloom summons extensions of itself from the ground at 2 points of its choosing within a 20 ft radius. The tentacles then take the slam attack action and have an AC of 12 and 14 hit points. The vines do not get attacks of opportunity unless it uses the Gloom's reaction and the Vines replace two of the Gloom's multi-attack action 

Legendary Actions

The Azure Gloom has 1 legendary action per turn that it can take at the end of another creature's turn

Slam Attack (Costs 1 Action). The Azure Gloom can take a slam attack action.

Adaptation (Costs 1 Action). The Azure Gloom can change its adaptation to a new one, but must still change at the start of its next turn

Description

The Blighted Protean is the first iteration of a new race, one that was created in order to perfect living things in this world. The fungal plague of the azure gloom that instilled aggression into it's host was never meant to be just a fungal growing that could destroy forests and settlements and this first creature is the prototype of the new race being created.

Rapid Adaptation: The Azure Gloom has learned from each creature it has infected and continues to do so until it achieves the perfect form. This feature is what makes it the most deadly, despite beginning with only a resistance to fire and cold. 

Symbiotic Relationship: The Azure Gloom requires a host in order to survive, but does so by benefitting the host with enhanced physical ability and fortitude. The host does not necessarily need to be living as long as it can obtain nutrients through some means, thus undead could be stitched together by the fungal growth of the gloom. Constructs are unaffected by the gloom, but can provide as willing hosts.

 

Monster Tags: FungusMyconidmonstrosity

Habitat: ForestHillSwampUnderdark

RidersShadow

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