Poison Spores. Whenever the sporecap takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a critical failure, the person is infected with "Sporecap" disease, which results in narcolepsy until cured. The character must repeat the saving throw at the end of every 24 hours, and if they fail three times in a row, they will die and be reanimated as a spore servant.
Poison Tentacles. Instead of a stalk, Sporecaps float and hover, trailing tentacles. These tentacles have a 1-in-20 chance to sting anyone passing within ten feet. Where multiple Sporecaps congregate, as they often do, there is a 1-in-12 chance of sting for each 10 feet of movement. The tentacles sting for 1d4/2 damage on contact. If a person receives ten stings within an hour, they will be immune until the next long rest. If a person receives immunity for ten consecutive days, they will be immune to all Sporecap poisons for life.
The Sporecap is passive and takes no actions.
Description
Sporecaps can range in size from 2-10 feet across. They float at 8-20 feet above ground, and tend to congregate in warm, dark, humid places.
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