Large Fiend (Demon), Chaotic Evil
AC 18    Initiative +16 (26)
HP 342 (36d10 + 144)
Speed 30 ft.
Mod Save
STR 22 +6 +6
DEX 15 +2 +9
CON 18 +4 +11
Mod Save
INT 20 +5 +5
WIS 19 +4 +11
CHA 24 +7 +7
Skills Perception +11
Resistances Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
CR 23 (XP 50,000, or 62,000 in lair; PB +7)
Traits

Horrifying Bloom (Mythic; Recharges after a Short or Long Rest). If Zuggtmoy is reduced to 0 hit points, she is reduced to 1 hit point instead as all verdant growth in her lair blooms at the same time, filling the area with spores. Zuggtmoy immediately gains 342 Temporary Hit Points. Wisdom Saving Throw: DC 19, each creature in a 120-foot-radius Emanation originating from Zuggtmoy. Failure: The creature has the Charmed condition. A creature can repeat the saving throw at thend of each of its turns, ending the effect on a success. 

While Zuggtmoy possesses these temporary hit points, Bright Light becomes Dim Light if it is within 120 feet of her, and creatures in the area have Disadvantage on Wisdom (Perception) checks. A creature that starts its turn within a 30-foot radius Emanation originating from Zuggtmoy has the Poisoned condition until the start of its next turn. 

Legendary Resistance (4/Day, or 5/Day in Lair). If Zuggtmoy fails a saving throw, she can choose to succeed instead.

Magic Resistance. Zuggtmoy has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Zuggtmoy makes three attacks.

Pseudopod. Melee Weapon Roll: +13 to hit, reach 10 ft. Hit: 15 (2d8 + 6) Force damage plus 9 (2d8) Poison damage.

Wither Ranged Attack Roll: +14 to hit, range 120 ft., one target. 25 (4d8 + 7) Necrotic damage.

Spellcasting. Zuggtmoy casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):

At Will: Detect Magic, Locate Animals or Plants, Ray of Sickness
3/Day Each: Dispel Magic, Entangle, Insect Plague, Plant Growth
1/Day Each: Etherealness, Teleport

Bonus Actions

Ensnaring Strike (3/Day). Zuggtmoy casts the Ensnaring Strike spell using that spell's casting time and using the same spellcasting ability as Spellcasting.

Infestation Spores (3/Day). Constitution Saving Throw: DC 19, each Medium or Small creature in a 20-foot-radius emanation originating from Zuggtmoy. Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Failure: The creature is infected with a disease called the Spores of Zuggtmoy. While infected, the creature has the Poisoned condition. While Poisoned in this way, the creature must repeat the saving throw at the end of every 24 hours. After three failed saves, the creature dies and is reanimated as a Spore Servant. Success: The creature is immune to this effect for 24 Hours. Failure or Success: The cloud lingers for 1 minute.

Mind Control Spores (Recharge 5–6). Wisdom Saving Throw: DC 19, each Humanoid or Beast in a 20-foot-radius emanation originating from Zuggtmoy. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. Failure: The creature is infected with a disease called the Influence of Zuggtmoy and has the Poisoned condition. While it has the Poisoned condition, it also has the Charmed condition. Successful: A creature can’t be infected by these spores for 24 hours. Failure or Success: The cloud lingers for 1 minute. 

Reactions

Protective Thrall. Trigger: Zuggtmoy is hit by an attack roll. Response: One creature within 10 feet of Zuggtmoy that has the Charmed condition from her is hit by the attack instead.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Zuggtmoy can expend a use to take one of the following actions. Zuggtmoy regains all expended uses at the start of each of her turns.

Attack. Zuggtmoy makes one Pseudopod attack.

Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.

Mythic Actions

If Zuggtmoy is a Mythic encounter, she can choose from the options below as additional legendary actions while she possesses temporary hit points from her Horrifying Bloom trait: 

Constriction. Ranged Attack Roll: +13 to hit, reach 120 ft., one creature. Hit: The creature has the Grappled (escape DC 19). Until this grapple ends, the target is Restrained by plant growth from the lair. 

Engulf. Melee Weapon Roll: +13 to hit, reach 120 ft. Hit: The target is Grappled and Restrained and is pulled up to 120 feet up to her. Strength Saving Throw: DC 21. Failure: The target is pulled into her body, and has the Blinded and Restrained condition, and is Suffocating. At the start of each of Zuggtmoy's turns: Constitution Saving Throw: DC 19. Failure: 17 (2d10 + 6) Force damage. Success: Half damage. 

At the end of each of its turns, a creature can repeat its Strength saving throw, ending the Blinded, Grappled and Restrained conditions and ending its turn in the nearest unoccupied space to Zuggtmoy. 

Recharge Spores. Zuggtmoy tries to recharge her Mind Control Spores.

Description

There are many ambulatory slimes, molds, and fungi on the moral planes, but most of them are mindless. Their queen, Zuggtmoy, is not mindless, but her thoughts are entirely alien. From a distance, her outline resembles that of a thin female humanoid and could be mistaken for a giant from afar. Up close, it's quite easy to see the garden of fungus, lichen, and mycelia that dapple and drape themselves around her like clothing. 

As a near force of nature, Zuggtmoy has no ideals, bonds, or flaws. She is absolutely alien to any non-plant mind.

Zuggtmoy as a Mythic Encounter

Zuggtmoy is a powerful encounter on her own, but if the adventurers want a true challenge fit for the gods, you can use her Horrifying Bloom trait. Using this trait marks a drastic turn in the encounter as Zuggtmoy uses rejuvenating spores. Once Zuggtmoy uses this trait, she can choose one of her mythic actions when she uses a legendary action. 

Read or paraphrase the following text when Zuggtmoy uses her Horrifying Bloom trait: 

After slicing and bashing fungus and slime molds off of Zuggtmoy's body, the area is littered with the remants of your battle. Her form has become more ragged, her skin looking more like tilled soil than anything made of flesh and blood. Her face is impossible to read, but her body betrays her emotions well: she's scared. 

All of a sudden, her body stiffens and straightens. All the plant life and fungal growth in the forest and on her body begin emitting spores, filling the air with a whirl of dangerous colors. Her so-called "clothing" was resplendent before: a chaotic yet beautiful mix of textures and patterns. Now stands before you a creature that's unrecognizable: a pile of fungus, slimes, and molds with no discernable form—and yet, she remains a creature of intimidating power.

Rewards

Fighting Zuggtmoy as a mythic encounter is equivalent to fighting two CR 23 creatures in one encounter. Award a party 100,000 XP for defeating Zuggtmoy after she uses Horrifying Bloom. You can also reward them with a sporogenesis cloak, and the spell Zuggtmoy's mycelial home in addition to any other treasures she might covet. 

Zuggtmoy’s Lair

While Zuggtmoy possesses a main lair deep within the Abyss, the Lady of Rot causes growth wherever she strides. After only a few hours, her lair establishes itself by crawling along surfaces where sunlight doesn't reach. Within a few days, her lair is well established. This effect remains until she moves out of the lair, after which it fades in about a week.

The region containing Zuggtmoy’s lair is warped by her magic, creating one or more of the following effects:

Corrupted Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage.

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

Mutating Vegetation. Vegetation within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.

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

Cultists of Zuggtmoy

Zuggtmoy’s cultists are primarily mindless victims of her children’s strange spores. The spores burrow into a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait.

Spore Kissed. This creature is immune to the Charmed and Frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice.

TheHollowHunter

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