Medium Undead, Typically Chaotic Evil
Armor Class 17 Natural
Hit Points 260 (40d8 + 80)
Speed 30 ft., Burrow 20 ft., Fly 20 ft.
STR
14 (+2)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws CON +11, WIS +11
Skills Arcana +11, Nature +13
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Tremorsense 100ft., Truesight 30ft., Passive Perception 24
Languages Common, Druidic, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Blighted Shape. When killed, the Blight Bringers body falls apart. The Blight Bringer will however reform within 3 (1d4+1) days by taking over the body of a Beast, Fey or Plant within 4 miles of its blighted core. If the core is destroyed while the Blight Bringer is reforming, the Blight Bringer is permenantly destroyed.

Natures Mistake. Any poison damage caused by the Blight Bringer ignores immunities and resistances. Any effect of the Blight Bringer that can cause the poisoned condition also ignore immunities to said condition. For each poisoned creature within 60ft. of the Blight Bringer, the Blight Bringer regains 10 hit points at the start of each of its turns.

Actions

Toxic Lash. Melee Spell Attack: +11 to hit, reach 10 ft., 1 target. Hit: 22 (5d6 + 5) Acid damage. The target must succeed on a DC 19 Constitution saving throw or become poisoned.

Thorn Burst. Ranged Spell Attack: +11 to hit, range 30/40 ft., 2 targets. Hit: 23 (4d8 + 5) Piercing damage.

Spellcasting. The Blight Bringer casts one of the following spells using Wisdom as the spellcasting ability (save DC 19) and is considered a 17th level caster for the purposes of cantrip damage:

At will: Infestation, Druidcraft

3/day each: Entangle, Fog Cloud, Speak With Plants, Tree Stride.

1/day each: Commune with Nature, Transport via Plants, Wall of Thorns

Reactions

Mutable Form. Upon being attacked, the Blight Bringer may shift its plant like form, giving itself +2 to its armor class until the end of the attackers turn.

Toxic Counter. When a creature the Blight Bringer can see casts a spell within 60ft of it, the Blight bringer may counter the spell. Any spell of 3rd level or lower is automatically countered, for any higher level spells the Blight Bringer must make a Wisdom check equal to 10 + the spells level. On a success the spell is countered, and the spell slot is used. When a spell is countered in this way, the caster takes 2 (1d4) Poison damage.

Legendary Actions

The Blight Bringer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Blight Bringer regains spent legendary actions at the start of its turn.

Toxic Pulse (Costs 1 Action). The Blight Bringer lets out a pulse of toxins, each creature within 20ft. of the Blight Bringer must make a DC 20 Constitution save, or take 26 (6d6+5) Poison damage and become poisoned. On a success the creature only takes half damage and suffers no other effects.

Bramble Growth (Costs 2 Actions). The Blight Bringer selects a 20 ft. radius area within 60ft. of it. This area grows poison tipped thorns and brambles rapidly, making it into difficult terrain. Any creature that enters this area, or begins its turn in this area must make a DC 18 Dexterity save, taking 9 (2d8) Piercing damage and 5 (2d4) Poison damage.

Horrendous Form (Costs 3 Actions). The Blight Bringer unleashes an explosion of vines and tendrils. Every creature within 40ft. of it must make a DC 19 Dexterity save, taking 26 (6d6+5) Poison damage on a failed save, or half as much on a success. Any creature that fails this Dexterity save must then make a DC 19 Constitution saving throw, taking an additional 26 (6d6+5) Necrotic damage on a failure. The Blight Bringer is then gains temporary hit points equal to half the necrotic damage dealt.

Description

A horrific mass of flesh and plant matter, held together around a throbbing black heart. Toxins leak from this creature, poisoning and decaying all that it touches. A Blight Bringer was once a druid who wished to truly be one with nature.

Sacrificing their mortal body and sanity, the process to change into a Blight Bringer saps all but the obsession 'to be one' from the druid as they are entombed within thier own grove. The obsession seeps out, consuming the grove and decaying the plants the druid once tended to, creating a throbbing black heart within a tree that forms above the entombed body. The freshly reborn Blight Bringer is formed from this heart, and seeks to consume every aspect of life and nature.

When slain, a Blight Bringer will reform within the body of a beast, fey or plant within 4 miles of its core. This reforming is incredibly painful for the creature, and will always end in its death, often leaving pieces of flesh and sinew within the form of the Blight Bringer.

Lair and Lair Actions

The lair of a Blight Bringer is centered on its blighted core. This is the most dangerous place to fight this creature, as it thrives in the decay and toxins that this area exudes. Often, the lair is a small grove in a forest, which by process of the constant toxic ambitions has developed into almost a swamp.

The Blighted Core: At the center of a Blight Bringers grove a large, dead tree can often be found. This tree contains the Blighted Core that serves as the tether to the Blight Bringer's soul. This tree has an armor class of 20, and 100 hitpoints as well as vulnerability to fire damage. If this is destroyed, the Blight Bringer loses the ability to regain hit points, generate temporary hit points, or cast spells.

If the Blight Bringer were to escape after the destruction of its core, it can form a new one over the course of 1d4 weeks.

Lair Actions

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

  • Spore Burst: The Blight Bringer causes a burst of toxic spores to emit from the ground, creating a 20ft. radius sphere that lasts until the next round. Any creature that enters this sphere must make a DC 20 Constitution save or become poisoned.
  • Leeching Muck: The ground in a 40ft. radius becomes difficult terrain. Any creature that ends its turn in this difficult terrain takes 5 (2d4) Necrotic damage.
  • Corruptor: Up to five CR5 or lower beasts or plants are summoned, acting on initiative count 20. Every attack from these creatures do an extra 2 (1d4) Poison Damage.

Regional Effects

The region containing a legendary Blight Bringer’s lair is heavily overgrown and toxic, which creates one or more of the following effects in a 4 mile raidus of the lair:

  • Whenever a creature eats forraged food or drinks water sourced from this area, they must make a DC 20 Constitution save, or become poisoned.
  • All beasts, fey and plants are innately poisoned, and suffer the effects of the poisoned condition. However, these creatures are also unusually agressive, and when attacking, deal an extra 1d4 Poison damage on a hit.
  • The terrain grows marshier and damper approaching the lair, often turning from a forest to a swamp with no visual changes.

If the Blighted Core is destroyed, these effects fade over the course of 4d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2023 12:24:08 AM
12
1
0.1
Coming Soon
2/22/2023 2:10:28 PM
19
1
1.2
Coming Soon

Habitat: Forest

grayfae358

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