Fungal Armor: The bloater’s thick fungal growth acts as natural armor, granting it an AC of 16.
Echolocation: The bloater perceives its surroundings using echolocation. It can detect creatures within 30 feet that are moving or making noise.
Fungal Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 5) bludgeoning damage. On a critical hit, the target is grappled (escape DC 16).
Mycotoxin Burst (Recharge 5-6): The bloater hurls a sack of toxic spores in a 20-foot cone. Each creature in the area must make a DC 15 Constitution saving throw or take 24 (4d10) poison damage and be poisoned for 1 minute. A successful save halves the damage and negates the poison effect. If the spores are inhaled make a CON save 17 on being infected
Deadly Gas: fire a cone of 30ft of toxic gas. Each creature in the radius make a DC 15 CON saving throw or take 30 (3D10) posion damage and be poisoned for 1 minute. A successful save half's the damage and negates posion effect.
Spores Explosion: in a 10 ft radius the Bloater will spary spores before igniting a Explosion doing a (2D10) damage to itself and others in a 10ft range
Opportunity Attack. if targets leave a 10ft range from the Bloater.
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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
Bloaters are the fourth and most dangerous stage of infection. After years of exposure to the Cordyceps brain infection, they develop thick fungal armor that covers their entire body. These imposing creatures throw sacks of mycotoxin, which explode on impact, making them formidable opponents. Their echolocation, similar to clickers, helps them locate and attack survivors. However, they are slow-moving and uncoordinated, making them somewhat predictable.
Anyone who somehow still sane in this form has to make a DC 18 INT to keep control and not go feral
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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