Rotten Appetite. The blightwalker has an advantage on attack rolls against diseased creatures.
Vine Body. The blightwalker ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Multiattack. The blightwalker makes two grasping vine attacks and then uses its blighted bite.
Grasping Vine. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the target is larger or smaller it is pulled 15 feet in a straight line towards the blightwalker and is grappled (escape DC 16).
Blighted Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 14 (2d10 + 3) piercing damage and the target must succeed on a DC 11 Constitution saving throw or become infected with a parasite larvae. A diseased creature doesn't exhibit symptoms at first. Upon completing their first long rest after being infected, they gain one level of exhaustion. After that, after each long rest, they need to make DC 11 Constitution saving throw, gaining 2 levels of exhaustion on a failure or 1 on a success. Points of exhaustion gained due to this disease cannot be removed by completing a long rest. A creature that dies due to the disease comes back to life 1d4 hours later as a Blightwalker.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Blightwalker are harbingers of destruction, given life by the Blight. They feed on anything with a pulse. Although they love to kill, wounding their prey is their main goal, as they carry within them vicious larvae, which spread the infection of the Blight. If a blightwalker sees that it cannot win the fight it will choose to retreat, and attack its diseased prey at a later date, when the situation favors them.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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