Incomplete Power. The Avatar of Zuggtmoy isn't a perfect incarnation of the demon's power when it first enters the world. It's proficiency modifier starts as +1 and increases by 1 every 2 days it is in the material plane up to a max of +7.
Necrotic Spores. Ranged Weapon Attack: +3+(prof) to hit, reach 30 ft., one target. Hit: 6(1d6+2) poison damage + 4(1d6) necrotic damage
Dagger. Melee Weapon Attack: +3+(prof) to hit, reach 5 ft., one target. Hit: 6(1d4 + 3) slashing damage.
Anti-Magic Spores (1/day). The Avatar of Zuggtmoy release spores in a 15-foot-diameter sphere centered on it or a point within 30 feet within of it in it's lair, the spores last 1 minute. Each spellcaster that starts it turn in the spores must make a DC 11+(proficiency modifier) Consitution saving throw. On a failed throw, the spellcaster loses 3 levels of spellslots.
Protective Thrall. When the Avatar of Zuggtmoy is hit by an attack, one creature within 5 feet of the Avatar of Zuggtmoy that is charmed by her must use it's reaction to be hit by the attack instead.
The Avatar of Zuggtmoy can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Avatar of Zuggtmoy regains spent legendary actions at the start of it's turn.
Exert Will (Costs 1 Action). One creature with spore sickness the Avatar of Zuggtmoy can see must use its reaction to move up to its speed as it directs and/or make a weapon attack against a target that it designates.
Necrotic Spores (Costs 1 Action). The Avatar of Zuggtmoy makes a Necrotic Spores attack
Description
The Avatar of Zuggtmoy is a humanoid possessed by a fraction of the power the demon lord has. On the surface the humanoid looks almost identical, but can be some physical differences like a change in eye color.
Lair and Lair Actions
The presence of an Avatar of Zuggtmoy corrupts the surrounding area. Buildings it inhabits look normal on the outside, but on the inside are covered in a thick mess of mycelium. The walls and floors become spongey along with any furniture. In some rare situations new furniture will be created by the will of the Avatar of Zuggtmoy. A thick fog of tints everything inside and makes everything look cloudy.
Lair Actions
On initiative count 20 (losing initiative ties), the Avatar of Zuggtmoy takes a lair action to cause one of the following effects; the Avatar of Zuggtmoy can’t use the same effect two rounds in a row:
- Each player in the Avatar of Zuggtmoy's lair makes a DC 11+(prof) con saving throw. On a failed roll the creature is infected with a disease called spore sickness. Spore sickness goes away after a long rest or an infected person is splashed with holy water.
- The spores in the air around the Avatar of Zuggtmoy harden, attempting to move blows away and hardening when the Avatar of Zuggtmoy is struck. The Avatar of Zuggtmoy gains additional AC equal to it's proficiency modifier until the next lair action is taken
- The mycelium covering the walls and floors actively inhibit movement. The lair becomes difficult terrain to hostile creatures to the Avatar of Zuggtmoy. In addition, the spores fill the air in a thick haze reducing vision to 20 feet.
Regional Effects
The region containing a legendary Avatar of Zuggtmoy’s lair is infested by fungus and spores, which creates one or more of the following effects:
- Buildings the Avatar of Zuggtmoy stays in for at least a day become infested with mycelium and spores. This turns the building into a lair for the Avatar of Zuggtmoy
- Plant life dies around the lairs of the Avatar of Zuggtmoy. The area that plant life dies is equal to the number of days the lair has existed*10.
- The Avatar of Zuggtmoy gains blindsight of everything within it's lair
If the Avatar of Zuggtmoy dies, these effects fade over the course of 3d6 days.
Previous Versions
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7/29/2021 8:13:16 AM
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6
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1
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Coming Soon
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