Distress Spores. When the monster takes damage, all other blight monsters within 240 feet of it can sense its pain.
Undead Fortitude. If damage reduces the monster to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Pacifying Spores (3/Day). The monster ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rapport Spores. A 20-foot radius of spores extends from the monster. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Description
Blight Monsters move with a jerky, uneven gait. The blight has just started to take over the form of their bodies, still mostly recognizable as the people they once were.
The Blight that infects these monsters slowly erases their memories and drives them insane, modifying their instincts to seek no goal other than spreading the spores to others. Eventually, the fungus kills its host, and will then grow out of the host's body to spread spores.
Undead Nature. A zombie doesn’t require air, food, drink, or sleep.
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