Medium Undead (Druid), Neutral Evil
Armor Class 14
Hit Points 173 (17d8 + 51)
Speed 30 ft., climb 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws CON +8, INT +6, WIS +10
Skills Nature +7, Perception +11, Stealth +7, Survival +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Deafened, Frightened, Poisoned
Senses Blindsight 160 ft, Passive Perception 21
Languages Abyssal, Common, Druidic Common, Druidic, Elvish, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Symbiotic Entity. As an Action, you can use Wild Shape to awaken the spores that infuse you to gain +68 temp HP, roll double damage dice for your Halo of Spores damage, and deal [roll]1d6[/roll] additional necrotic damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again.

Spellcasting. The Zuggtmoy's Chosen is a 17th-level spellcaster. Its spellcasting ability is WIS (DC 19). The Zuggtmoy's Chosen has the following Druid spells prepared:

Spells (at will): Chill Touch, Infestation, Entangle,Fog Cloud, Wither and Bloom, Spike Growth, Thorn Whip.
 

Spells (once each): CloudKill, Contagion, Insect Plague, Mirage Arcane, Feeblemind, Storm of Vengeance.

Bonus Actions
Spreading Spores. While your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw (DC 19). A creature can take this damage no more than once per turn.

Reactions
Fungal Infestation. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, as a zombie under your control, with 1 hit point. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
Halo of Spores. You can use your reaction to deal [roll]1d10[/roll] necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 19).

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.

Monster Tags: Fungusundeadhumanoidfey

DioBold

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