Medium Undead, Any Alignment
Armor Class 18 Natural Armor
Hit Points 232 (31d8 + 93)
Speed
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
21 (+5)
CHA
11 (+0)
Saving Throws CON +9, WIS +11
Skills Animal Handling +11, Insight +11, Medicine +11, Nature +7, Perception +11, Survival +11
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120, Passive Perception 21
Languages Only languages it knew in life
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Death Bloom Phylactery. A destroyed Blight is one and the same as its Death Bloom phylactery. As long as the place that acts as their Death Bloom is intact, the Blight can reform a new body. If the Death Bloom is destroyed, the Blight is also destroyed. If the body of a Blight is killed, a new body will form in the Death Bloom in 1d5 days.

Magic Resistance. The Blight has advantage on saving throws against spells and other magical effects.

Turn Resistance. The Blight has advantage on saving throws against any effect that turns undead.

One with the Land. The Blight is aware of the presence of any living creature that enters the memorial, but cannot pinpoint their location unless they enter the 10-mile radius from the Death Bloom.

Voice of the Land. All beasts within the memorial are under the effects of the spell Animal Friendship, and will help the Blight in and out of combat.

Back to the Soil. If a creature dies within 30 feet of the Blight while in the Memorial, the Blight regains 2d8 hit points as it absorbs its body and converts it into nutrients.

Spellcasting. The Blight casts one of the following spells, requiring no material components and using Wisdom as its spellcasting ability (spell save DC 19, +11 to hit with spell attacks):

Actions

Might of Memorial. Melee Spell Attack: +11 to hit, range 5 ft., one creature. Hit: 19 (4d6 + 5) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or be poisoned 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.

 

Ray of Waste. Ranged Spell Attack: +11 to hit, range 60 ft., one creature. Hit: 12 (2d6 + 5) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or be poisoned 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.

Wild Shape. The Blight changes its shape into a beast of any CR that lives within the memorial. The rules that apply to this transformation for a druid apply to the Blight, unless otherwise stated. The Blight can only transform using their wild shape once a day and is unable to cast spells while in this form. The Blight can choose to use its use of wild shape to cast any of its spells without consuming a use of that spell.

Legendary Actions

The Blight 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 regains spent legendary actions at the start of its turn.

Cantrip. The Blight casts a cantrip. 

Ray of Memorial. The Blight makes one Might of Memorial attack or a Ray of Waste attack.

Root Stride. The Blight dissolves its current plant form into its roots and regrows it in an unoccupied space 30 feet from where it originally was without incurring attacks of opportunity.

Description

This is not a monster I created. This monster was created by Pointy Hat (Antonio Demico).

“When we think of immortality, many of us think not of people, but of the land. Long after we’re dead and buried, the trees that grow on that same soil will feast on our bodies and grow ever stronger -- perennial, immortal. But no one knows how delicate the life of nature is more than the ones who guard it. Nature needs to maintain a constant balance to thrive, to survive, and it only takes someone willing to put that balance at risk for their own selfish motives to destroy it, and kill the land that relies on them to remain immortal.

Nature cannot defend itself from these attacks, but its druidic guardians can, and when one of these druids is unable to fight off the destruction of the land the druid protects, a Blight is born.

 

Through a particularly lengthy ritual, the druid melds both their soul and their body to the land they are trying to protect: killing the druid, creating a phylactery, and giving rise to a Blight. Unlike other liches, a Blight’s phylactery is not housed in an object, or even another living being. The Blight’s phylactery is called a Death Bloom, and it’s not an object or a person, but a place. A place at the heart of the space the druid sought to protect, the place where the ritual to become a Blight was performed. This ritual requires such extreme control over nature that only Archdruids are known to have performed it successfully.

A Blight’s goal when turning to lichdom is not to extend their own lifespan, but rather to share their immortality and, more importantly, their will, with the land they seek to protect at all costs. In melding the druid’s soul with the land, they give the land a way to defend itself against its enemies. The will of the druid and the will of the land are now one and the same, and they can now fight back as one against any threat with a much darker, more powerful magic.

 

In a sense, both the druid and the land have achieved lichdom together, the druid becoming a Blight and the land they have decided to meld with often called a Memorial.

 

Memorials and the Death Bloom phylacteries at their center are as varied as the druid who created them when embracing lichdom. Lichdom transforms Memorials into places where nature grows in an unnatural way. Fungi growing tens of feet high, vines that extend for miles, or flowers that cover every surface as far as the eye can see. A Memorial has its own will, and because it is born out of a need to defend itself, it can fight back against those that wish to destroy it, with its mushrooms releasing deadly spores, its vines using their thorns as weapons, or its flowers scattering poisonous pollen. Similarly, the Blight who inhabits a memorial can manifest a semblance of their body anywhere in the memorial as a more concentrated form of defense against intruders, creating a body out of lichen, moss, or flowers anywhere in the Memorial.

 

When a druid turns to lichdom and becomes a Blight, they accomplish their goal of protecting the land they were watching over, but in so doing they also doom nature and anything else that isn’t part of their Memorial. In order for the Blight and their Memorial to continue to live in their unlife, they must continuously grow and expand. A Blight and the land they have melded their soul with is less of a thriving grove and more a cancerous growth that absorbs anything at its border as it grows to perpetuate its unlife. It consumes and incorporates anything in its vicinity, including other lands. Thriving and diverse ecosystems get taken over and flattened into the homogenous Memorial. The Memorial remains untouched by the hands of man and any that wished it harm, but when seeing the constant consumption of the Memorial and the destruction of nature at its borders, one has to ask the Blight: was it worth it?”

Lair and Lair Actions

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

  • The Blight instigates unmitigated plant growth on its lair, turning the floor into difficult terrain until initiative count 20 on the next round.
  • The nutrients of the soil in the lair harden the skin of the Blight, increasing its AC by 3 until initiative count 20 on the next round.
  • The flowers of the lair absorb healing magic. All magical healing performed by anyone other than the Blight is halved (rounding up) until initiative count 20 on the next round.
  • The dew on the leaves of the plants of the lair turns into a thick mist that covers the lair. All creatures inside the lair except for the Blight are blinded until initiative count 20 on the next round.
  • Mushrooms sprout around the lair and shake their caps, liberating spores of different colors. All creatures not friendly to the Blight must make a Constitution saving throw (DC 19). On a failure, they are afflicted with one random condition until initiative count 20 on the next round. Roll a d4:
    • 1: Blinded
    • 2: Charmed
    • 3: Paralyzed
    • 4: Poisoned
  • Thorny vines snake and cover the floor of the lair. All creatures not friendly to the Blight take 1d8 piercing damage for every 5 feet they travel until initiative count 20 on the next round.
  • The flowers on the lair release a purifying pollen. The lair and the Blight are now free of any ongoing magical effects, such as any wall spell or a hold monster spell.
_GioGioStar_

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