Large Fiend (Demon), Chaotic Evil
Armor Class 14 Natural armor
Hit Points 62 (5d20 + 35)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws DEX +4, CON +5, WIS +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Truesight 60 ft., Passive Perception 11
Languages All
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. Valap has advantage on saving throws against spells and other magical effects.

Magic Weapons. Valap's weapon attacks are magical.

Actions

Multiattack. Valap makes three pseudopod attacks.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage.

Infestation Spores (3/Day). Valap releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, 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 Valap and also gains a random form of madness (determined by rolling on the Indefinite madness table in the dungeon master's guide) 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.

Mind Control Spores - Recharge 5. Valap releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC: 11 Wisdom 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 influence of Valap until cured.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

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Lair Actions

On initiative count 20(losing initiative ties), Valap takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Valap causes four gas spores or violet fungi to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.
  • Up to four plant creatures that are friendly to Valap and that Valap can see can use their reactions to move up to their speed and make one weapon attack.

  • Valap uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.

Regional Effects

The region containing a legendary Valap's lair is warped by his magic, which creates one or more of the following effects:

  • Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.

  • Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.

If the Valap dies, these effects fade over the course of 1d10 days.

Monster Tags: Demon

JadeLeafOfTheMountianTree

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