Huge Plant, Unaligned
Armor Class 15 Natural armor
Hit Points 138 (12d12 + 60)
Speed 10 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +9, CON +9
Damage Immunities Poison
Senses Blindsight 60 ft., Tremorsense 90 ft., Passive Perception 11
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Distress Spores. When the culgraazu takes damage, all zombies under the effects of the spores of culgraazu within 240 feet of it sense its pain. Such zombies must use all of their movement (taking the dash action if able) to rush to the aid of the culgraazu.

Regeneration. The culgraazu regains 10 hit points at the start of its turn. If the culgraazu takes fire or radiant damage, this trait doesn’t function at the start of its next turn. The culgraazu dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Dying Breath. When any attack would reduce the culgraazu to 0 hit points, the culgraazu's Infestation Spores action automatically triggers if it has not been used or has recharged since its last use. If the killing blow included at least 15 hit points worth of fire damage, the Infestation Spores are burned up in the attack, nullifying the Dying Breath trait.

Vulnerable Tentacles. Tentacles can be targeted directly with slashing weapons in an attempt to sever them individually. Such attacks are at disadvantage. An attacker must deal 15 or more hit points in damage in a single slashing attack in order to sever a targeted tentacle. If less than 15 is done, the tentacle remains attached and the damage is simply applied to the culgraazu's remaining hit points as normal.  Subsequent attacks gain nothing from previous damage to a tentacle. A severed tentacle is regrown and ready for use at the start of the third round after it was severed.

Actions

Multiattack. The culgraazu makes three tentacle attacks, each of which it can replace with one use of Fling.

Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. If the roll to hit exceeds the target's armor class by 2 or more the target must make a contested Athletics (strength) or Acrobatics (dexterity) check. Failure indicates the target is grappled until it can succeed in an escape attempt. Until this grapple ends, the target is restrained. The culgraazu has six tentacles, each of which can grapple one target.

Fling. One medium or smaller object held or creature grappled by the culgraazu is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Infestation Spores (Recharge 5-6). The culgraazu releases spores that burst out in a cloud that fills a 30-foot-radius sphere centered on it, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 15 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of the culgraazu and also gains a random form of madness (determined by rolling on the Long-Term Madness table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a zombie under the effects of the spores of culgraazu if it’s a type of creature that can be.

 

Bonus Actions

Consume. As a bonus action, the culgraazu can choose to consume up to two targets currently grappled in its tentacles. The target must make a Constitution saving throw. Failure means the target takes Hit: 13 (2d6 + 4) necrotic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with the spores of culgraazu. Unless the spores are destroyed, the corpse animates as a zombie (still under the effects of the spores) after being dead for 24 hours, always rising near to midnight. The spores are destroyed if the creature is raised from the dead before it can transform into a zombie, or if the corpse is targeted by a lesser restoration spell or similar magic before it animates.

Constrict. As a bonus action, the culgraazu can automatically inflict its tentacle damage on ALL creatures currently grappled by it. No To Hit roll is necessary for this damage to occur. Simply roll damage separately for each grappled creature subjected to this bonus action.

Reactions

Protective Thrall. When the culgraazu is hit by an attack, one of its spore infested zombies within 5 feet of it must use its reaction to be hit by the attack instead.

Description

The culgraazu is a fungal organism native to the abyss, specifically Shedaklah, the 222nd layer of the Abyss, where Zuggtmoy and Juiblex reign.

Growing from a small fungal bloom similar to a "devil's fingers" from the Prime Material Plane, visitors to Shedaklah can easily mistake it as such. The main points of difference between the two organisms are that the culgraazu always has six tentacles, and of course that it also possesses a semblance of higher intelligence. It's nature, however, is one of pure biological need: it lives only to spread its spores (thereby breeding), and it performs this function with a single-mindedness.

Tactics

The adult culgraazu stands 25 + ft. tall from its base to the tips of its six tentacles. The base is a dirty white color, while the tentacles are a vibrant crimson, with thick black veins of mycelium spreading across its flesh. With six of tentacles at its disposal, the creature puts them to great use. They will almost always have 1d4 spore infested zombies within 20 ft. of them and will always keep at least one of these within 5 ft, for use as a Protective Thrall.

In attacking, the culgraazu's tactics are fairly straight forward: grab an opponent or two and Fling them at any other enemies within range. If there are no further enemies, the culgraazu will smash the creature into the ground or other solid objects, or simply Constrict it. Once all enemies are dead, the culgraazu will Consume any that are necessary to quickly regain its hit points, and the rest will be subjected to the Infestation Spores and thereby raised as zombies under its control. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/31/2021 5:33:56 PM
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