Swamp Walk. Difficult terrain composed of mud, shallow water, and water plants doesn't cost the Everrot Sentinel extra movement.
Swampy Camouflage. While the Everrot Sentinel remains motionless and prone in swampy terrain, it takes a DC 15 Wisdom (Perception) check to determine its presence.
Undead Nature. The Everrot Sentinel doesn't require air, food, drink, or sleep.
Multiattack. The Everrot Sentinel either makes two claw attacks or makes one Strangling Root attack and uses Expunge Madness if possible.
Claw. Melee Natural Attack: +8 to hit, range 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target must make a DC 14 Constitution saving throw or become poisoned for the next minute and take an extra 3(1d6) poison damage. On a success, the creature has advantage on saving throws against this feature for the next 24 hours.
Strangling Root. Ranged Natural Attack: +8 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) acid damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends the target is paralyzed and the only action the target creature can take is to escape the grapple. The Everrot Sentinel has four such roots to grapple with.
Expunge Madness (Recharge 6). The Everrot Sentinel expels forth the spores, fumes, and rot that make up its innards in a 20-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 19 (3d12) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
It's Froggy Outside! When the Amorphous Everrot Sentinel is located within swampy or foggy terrain, it can use its bonus action to magically step through the terrain and reappear in another location within terrain that also fits the aforementioned requirements, essentially teleporting up to 30 feet away.
One with the Moss. If the Amorphous Everrot Sentinel is knocked prone while located in swampland terrain, then it can use its reaction to merge its form with the ground beneath it, sinking into the terrain itself. On its next turn, it can expend half of its movement to reappear using its It's Froggy Outside! feature. While it is submerged, it cannot be targeted by attacks or spells and it is considered incapacitated.
Lair and Lair Actions
Willowtenant. On initiative 20 of each round of combat, the Everrot Sentinel may take one of the following actions, but never the same one in two consecutive rounds.
- Whispers of the Spore Thrall. The Everrot Sentinel's housing willow spreads maddening spores of Zuggtmoy in the air, targeting a single creature within 60 feet of it and forcing it to make a DC 15 Wisdom saving throw. On a fail, the creature is charmed and is unable to discern friend from foe, and is compelled to kill creatures within 30 feet of the willow tree. This effect lasts for 1 minute, but an affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Maddening Spores. The Everrot Sentinel causes fungal slime to trail up from the ground to touch a creature within 60 feet of it, forcing the creature to make a DC 15 Charisma saving throw. On a failed save, the target creature contracts a random Long Term Madness, specifically correlating with the Demon Prince of Rot: Zuggtmoy. Regardless of failure or success, the target creature is now immune to contracting further infections from this ability for the next 24 hours.
- Infected Sporespawn. The Everrot Sentinel spreads rot within its lair, tainting the waters of the swamp with its infection. A grasping roots sprouts from a nearby shallow water source, wrapping around a target creature within 30 feet of the water. The target must succeed on a DC 13 Strength saving throw or be grappled and knocked prone, being pulled 15 feet towards the water immediately and every round that the creature remains in the grapple on the lair action's turn. If the creature becomes partially submerged in water, it must succeed on a DC 14 Constitution saving throw or become infected with Zuggmtoy's Rot and its Intelligence score is reduced by 1d4. While this reduction is in effect, the creature reduces its Intelligence score in the same manner after each long rest it undergoes. If the disease is cured, through means by greater restoration or similar effects, this reduction is restored after a long rest. If a creature's Intelligence score is reduced to 0, it dies and immediately becomes a fledgling Everrot Sentinel.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/13/2024 12:02:31 AM
|
3
|
1
|
--
|
Coming Soon
|
|
|
6/13/2024 4:36:02 AM
|
4
|
1
|
--
|
Coming Soon
|
Comments