Large Plant, Typically Lawful Evil
Armor Class 11 (natural armor)
Hit Points 248 (40d10 + 28)
Speed 0 ft.
STR
22 (+6)
DEX
1 (-5)
CON
22 (+6)
INT
17 (+3)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws CON +11, WIS +7, CHA +5
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Blindsight 360 ft. (blind beyond this radius), Passive Perception 6
Languages Telepathy Only with other Whitespheres in a radius of 360 ft. --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

False Appearance. While the Whitesphere remains motionless, it is indistinguishable from an ordinary fungus.

Grasping Tendrils. The Whitesphere can have up to 12 tendrils at a time. Each tendril can be attacked (AC 20; 30 hit points; immunity to psychic and poison damage). Destroying a tendril does no damage to the Whitesphere, which can extrude a replacement tendril at the start of its turn. A tendril can also be broken if a creature takes an action and succeeds on a successful 17 DC Strength check against it.

Actions

Multiattack. The fungus makes 6 Tendril attacks.

Tendril. Melee Weapon Attack: +8 to hit, reach 90 ft., one target. HIt: 13 (2d6 + 6) bludgeoning damage, plus 36 (8d8) necrotic or poison damage. If this damage reduces a creature to 0 hit points, that creature is dead and in 1 hour, 2d8 Young Whitespheres sprout from the body. The target is also grappled by the Whitesphere (escape DC 17). Until the grapple ends, the target is restrained.

Legendary Actions

The Whitesphere can take 3 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Whitesphere regains spent legendary actions at the start of its turn.

Tendril. The Whitesphere makes one tendril attack.

Description

These fungi grow in colonies, typically growing underground or in a dark forest. They don't like light. An Ancient Whitesphere is a Whiteshpere that has aged enough to gain immense power, and is usually found at the middle of the colony since the colony grows around the Ancient Whitesphere. The tendrils that the Ancient Whitesphere uses to attack are covered in spores which quickly dig into the body of a creature, causing it to be a host for more Young Whitespheres. As the name suggests, the Ancient Whitesphere is a white sphere that looks like it was made of white-colored vines. The Ancient Whitesphere possesses a great deal of intelligence, much higher than Adult or Young Whitesheres, and uses a form of telepathy to communicate with them and tell them to do things.

Lair and Lair Actions

A Whitesphere's lair is usually a dark space or/and damp space, such as a forest or a cave. The Ancient Whitesphere is typically in the middle of a vast area filled with adult and young Whitespheres.

Lair Actions

When fighting in its lair, the Whitesphere can cause natural magic to take lair actions. On initiative count 20 (losing initiative ties), the Whitesphere can take one lair action to cause one of the following effects.

  • Dim light shines from the Whitesphere for 30 feet. Every creature of the Whitesphere's choice must make a DC 17 Wisdom saving throw, and on a failed save, the creature falls unconscious for one minute. The creature can reroll the saving throw at the end of each of its turns, ending the effect on a successful save.
  • Magical darkness spreads out in a 120 foot radius around the Ancient Whitesphere. Only Whitespheres can see through this darkness; any creature other than a Whitesphere is blinded.
  • All of the Whiteshperes suddenly release spores into the air. Any creature that is in a 150 foot radius around the Ancient Whitesphere must make a DC 17 Constitution saving throw. On a failed save, the creature is poisoned, and every hour the creature subtracts 10 off of its hit point maximum. If this reduces the creature's hit point maximum to 0, it is dead, and in 1 minute, 2d4 Young Whitespheres sprout from the body.

The Whitesphere can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

Regional Effects

The region containing an Ancient Whitesphere's lair is affected by the Whitesphere's effects, which create one or more of the following effects:

  • Fungi of any type are more common in a 240 foot radius around the Ancient Whitesphere.
  • All flowers in a 150 foot radius of the Ancient Whitesphere wither and die.
  • Mist and fog hang low to the ground in a 240 foot radius around the Ancient Whitesphere, lightly obscuring the region.

If the Ancient Whitesphere dies, these effects don't fade unless the whole colony is destroyed. If the whole colony is destroyed, these effects fade over the course of 1d10 days, other than the 2nd effect, which will fade over 1d8 years.

 

Monster Tags: Fungus

Habitat: Underdark

Emspry_Collins

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