Huge Plant, Lawful Neutral
Armor Class 17 (natural armour)
Hit Points 75 (12d10 + 9)
Speed 45 ft.
STR
17 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +5, CON +5
Skills Medicine +10
Damage Resistances Bludgeoning, Fire
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Blinded, Deafened, Frightened
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 14
Languages Common (Basic at best), Undercommon (Basic) --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Behemoth. Base size is Huge, but some instances can become Gargantuan (Gargantuan grants Advantage on all Attack rolls and Players roll at a Disadvantage).

Corrosive Sludge. Capable of leaking corrosive sludge from open wounds or pores which quickly eats away at organic material, but has almost no effect on inorganic matter. It smells very sweet and enticing, causing Living creatures not native to the Old Tunnels in particular to become hungry at a greatly increased rate while in close proximity. Pools or trails of this sludge can be found throughout the Old Tunnels. Extended exposure can cause hallucinations and delirium.

 

 

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Attack: +5 to hit, reach 10 ft., one creature. Hit: 16 (3d8 +2) necrotic damage.

Rotting Crush. Melee Attack: +5 to hit, reach 10 ft., one creature. Hit: 16 (2d8 +2) necrotic damage. Target is grappled on successful roll, and takes 1d8 additional necrotic damage at the start of their turn.

Slash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 3) slashing damage. The Vileshroom Juggernaut attacks with its held improvised weapon.

Corrosive Expulsion (Recharge 6). The Vileshroom Juggernaut expels a large volume of corrosive bile from its mouth in a 10-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking (3d8) Acid damage on a failed save, or half as much damage on a successful one.

Fungal Connection (Recharge 6).. The Vileshroom Juggernaut calls 1d6 Adult Vileshrooms to its aid, bellowing out a loud, eerie cry.

Bonus Actions

Defensive Mist. The Vileshroom Juggernaut sprays a fine mist of spores and acid to ward away aggressors who approach its Garden or try to attack it. This is always used as a deterrent before combat is initiated. All Creatures within 10 feet must make a DC 15 Constitution saving throw, taking (1d8) Acid damage on a failed save, half as much on a successful one.

Guardian's Call. When the Vileshroom Juggernaught drops below half HP, or loses more than 20 HP during a single turn, it is able to immediately use Fungal Connection as a free action at the start of the next turn, refreshing the recharge duration of Fungal Connection.

If the Vileshroom Juggernaut reaches 1/4 HP at the end of a turn, it instantly becomes the Vileshroom Juggernaut's turn, ignoring Initiative or turn order. If other Creatures are near a Garden, it will use a Defensive Mist which lingers for the rest of combat on the Garden (damage cannot be reduced via Saving Throws). It will then move so that no Garden is within 30 ft of it, and begin to glow brightly. All creatures within 30 ft of the Vileshroom Juggernaut must make a DC 20 Saving Throw (Consitution or Dexterity), taking (8d10) Acid damage on a failed save, or half as much damage on a successful one. All Creatures which fail the Saving Throw are also knocked prone and have their AC reduced by 10 (until they take an extended rest). Equipment will be damaged severely by this attack.

 

Reactions

Foul Wound. If the Vileshroom Juggernaut takes Blunt, Piercing or Slashing damage, creatures within 3 feet must make a DC 15 Constitution saving throw, taking 7 (2d6) Acid damage on a failed save, and no damage on a successful one.

Wrathful Protector. The Vileshroom Juggernaut becomes enraged if its Garden is threatened, gaining +4 on ALL rolls while any non-allied Creature is within the Garden.

Unrelenting Vengeance. The Vileshroom Juggernaught gains an additional 15 movement and can double its movement as a bonus action to chase a Creature which has done considerable damage to its Garden or slain multiple Vileshrooms. The Vileshroom Juggernaught will NEVER stop pursuing that Creature, and gains +5 AC against attacks from all other creatures.

 

Description

DC10: Vileshroom Juggernauts are extremely rare specimen, only found in the deeper regions of the Old Tunnels where the larger rooms can accommodate their size. They are often found caring for or guarding large "gardens" of Vileshrooms, and are an incredibly imposing opponent to contend with. Their outer layer has hardened into a carapace and their strength is far beyond anything shown by their lesser brethren. These creatures are also known to be far more cunning and capable, using crude tools and basic planning to gain the upper hand over the many dangerous creatures who reside in the Depths of the Old Tunnels.

 

Lair and Lair Actions

The Garden of the Vileshroom Juggernaut

Monster Tags: Fungus

Habitat: Underdark

bazeleydouglas

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