Fungal Regeneration.
While in fungal terrain, Vireth’Zul regains 20 hit points at the start of its turn and can teleport between mushroom clusters within 60 feet as a bonus action.
Psychic Bloom (Aura, 60 ft.).
Creatures that start their turn in the aura must succeed on a DC 18 Wisdom saving throw or suffer hallucinations for 1 minute (disadvantage on attack rolls and ability checks). A creature can repeat the save at the end of each of its turns.
Aberrant Anatomy.
Critical hits against Vireth’Zul become normal hits. It has advantage on saving throws against effects that would paralyze, stun, or restrain it.
Multiattack.
Vireth’Zul makes two attacks: ( any combination )
Posterior Uncoiling. Vireth'Zul uses its body to make a Melee Attack: +12 to hit, reach 10 ft., one target. Hit: 17 3d10 bludgeoning, and makes a DC 15 Dexterity save or be thrown back 10 feet and has the prone condition.
Acid Regurgitation. vomits a30-foot cone of corrosive bile. Each creature in the cone must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) acid damage and its armor or natural defenses begin to dissolve. Its AC is reduced by 2 until the end of its next turn. On a successful save, the creature takes half damage and suffers no AC penalty.
Fungal Regeneration.
While in fungal terrain, Vireth’Zul regains 20 hit points at the start of its turn and can teleport between mushroom clusters within 60 feet as a bonus action.
(3/round)
Spore Pulse.
Emits a 20-ft radius cloud of spores. Creatures in the area must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn.
Maw Flicker.
Vireth’Zul teleports to a visible fungal cluster within 60 feet and makes a Posterior Uncoiling attack.
Description
Vireth’Zul is a fungal aberration spawned from the psychic overflow of Zuggtmoy’s rituals in Yggmorgus. It was never meant to be—an accidental convergence of madness, rot, and sentience. Now it lurks in the deepest chambers, feeding on the minds of intruders and warping the terrain around it into a living hallucination. Drow scouts whisper of a “Blooming Maw” that devours thought before flesh.
Lair and Lair Actions
Lair Actions (Yggmorgus only)
On initiative count 20 (losing initiative ties), Vireth’Zul takes a lair action to cause one of the following effects; Vireth’Zul can’t use the same effect two rounds in a row:
- Spore Surge.
Poisonous spores bloom, filling a 30 foot area centered around Vireth’Zul. All terrain within the area becomes difficult until initiative count 20 on the next round and any creature moving through them must make a DC 10 constitution save or take 10 (3d6) poison damage
• Mind Mold.
Vireth’Zul targets one creature it can sense within the lair. The target must make a DC 17 Intelligence saving throw. On a failed save, it takes 6d8 psychic damage and loses access to one spell, feature, or memory (DM’s choice) for 1 hour. The creature also experiences vivid hallucinations of being devoured by the fungal network
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