Medium Humanoid, Chaotic Evil
Armor Class 12 Rotten flesh
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws CON +5
Skills Deception +-1, Stealth +2
Damage Resistances Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60ft, Tremorsense 10ft, Passive Perception 4
Languages Understands Common and Deep Speech but cannot speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Sporehost Instability. At the start of its turn, roll a d6. On a 6, the Seeded involuntarily bursts, triggering Fungal Detonation immediately.

False Humanity. While uninjured and wearing a cloak or hood, a Seeded can mimic normal human behavior. A creature must succeed on a DC 13 Insight check to recognize the signs of infection.

Mistbound. While in fog or heavy mist, the Seeded has advantage on Stealth checks and can move through difficult terrain without penalty.

Actions

Multiattack. The Seeded makes two Fungal Claw attacks.


Fungal Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) slashing damage plus 3 (1d6) poison damage. Target must succeed on a DC 13 Constitution save or begin coughing spores, becoming poisoned for 1 minute. Repeat the save at the end of each of the target’s turns.


Fungal Detonation (Recharge 5–6 or on Death).
The Seeded ruptures, releasing a violent spore burst. Each creature within 10 feet must make a DC 14 Constitution saving throw or take 21 (6d6) poison damage and become blinded until the end of their next turn. On a success, take half damage and no condition.

  • If the Seeded dies, this effect automatically triggers.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Spore Reflex. When hit by a melee attack, the Seeded may release a reflexive spore puff. The attacker must succeed on a DC 12 Constitution save or have disadvantage on their next attack roll.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

Enter a general description for your monster here.

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.

Vinn0983

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