Saving throws. STR +8 Dex +7 CON +7 INT +3 WIS +3 CHA +7
Multiattack. Zafir makes two weapon attacks with his greatsword
Greatsword. Melee weapon attack: +9 to hit, reach 10ft, Hit (3 d6 + 8) Slashing damage and 1 d4 necrotic damage.
Halo of Spores. When a creature Zafir can see or hear moves into a space within 15 feet of him, he can deal 1d4 necrotic damage to the creature. If Zafir used this attack as an action and manages to down the target, the affected creature must make a DC 12 Consitution saving throw or become enthralled by mycelium.
Leap. Zafir can leap up to 30 ft to an unoccupid space he can see.
Halo of Spores. When a creature Zafir can see or hear moves into a space within 15 feet of him, he can use his reaction to deal 1d4 necrotic damage to the creature.
Attack of opportunity. When a creature attempts to leave Zafir's 10ft reach, he can expend his reaction to make a single weapon attack against the creature.
Greatsword. Zafir makes a weapon attack with his greatsword
Feral leap. When Zafir is targeted by a creature within 30 ft of him, he can jump into the air and land within 5 feet of the attacker.
Rage of the Mycelium. When Zafir drops to or below 50 hit points, he enters a rabid state and gains an additional 20 ft in movement speed per round, in addition his Halo of Spores ability deals 1d8 damage instead of 1d4
Description
Once a paladin of Lathandar, and leader of his loyal knights; Zafir has fallen to the greater will of the Mycelium, and stands guard at the heart of the corruption as its ultimate guardian.
Lair and Lair Actions
Heart of the Mycelium. Zafir guards the parasite at the heart of the mycelium, and is also where the spore effects are most potent. As such there are constant lingering spores in the area that have certain effects.
Rapport Spores. A 30-foot radius of spores extends from the heart of the mycelium. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Plague of Spores. Any creature that is downed by a spore or necrotic effect within 30 ft of the Zafir must succeed a DC 12 constitution saving throw or be enthralled by the mycelium. This effect can be ended on a creature with a greater restortation spell or by killing and revivifying the target (within one minute of enthrallment).






