Medium Humanoid (Orc, Sorcerer), Chaotic Evil
AC 16 Natural    Initiative +3 (13)
HP 175 (30d8 + 45)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 16 +3 +7
Mod Save
INT 20 +5 +9
WIS 18 +4 +8
CHA 16 +3 +3
Skills Nature +13
Vulnerabilities Psychic
Resistances Poison
Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 19
Languages None
CR 12 (XP 8,400; PB +4)
Traits

Mycolithic Resilience (Recharges after Long Rest). The first time Virel is reduced to 0 hit points, his body erupts into a fungal bloom. He regains 75 hit points, gains +2 AC, and advantage on Con saves for 1 minute.

Symbiotic Summoner. (Recharge 5-6) Virel casts Fungal Infection, instantly transforming up to two corpses into Spore Servants. You seed a corpse with fungal spores, animating it as a Spore Servant under your control.

  • The servants act on your initiative, but only take the Dodge action unless you use a bonus action to command them to take another action (Attack, Dash, Disengage, or Help).

  • Each servant uses its Slam attack when ordered to attack.

  • They remain animated until reduced to 0 hit points or until the spell ends.

Fungal Link (Virel’s Enhancement). While within 60 feet of Virel, each Spore Servant deals an extra 1d4 poison damage on its Slam attacks.


Spellcasting

Virel is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit). He requires no material components for biomancy spells.

Cantrips (at will): Infestation
1st level (4 slots): Corrupting Ichor, Shield, Mirror Image
2nd level (3 slots): Endoleech, Misty Step
3rd level (2 slots): Stinking Cloud
5th level (2 slots): Bone Cage, Wall of Thorns
6th level (2 slot): Mass Suggestion (fungal chorus whispers)
7th level (1 slot): Finger of Death (reflavored as necrotic fungal bloom)

Actions

 Spore Cloud (Cantrip — Level 11 Scaling): Casting Time: 1 action. Range: Self (15-foot radius). Duration: Instantaneous. Virel exhales a puff of invasive spores that fill the air around him. Each creature of your choice within a 15-foot radius must succeed on a DC 17 Constitution saving throw or take 3d6 poison damage and be poisoned until the end of its next turn.

  • Unstable Symbiosis. A creature poisoned in this way experiences fungal visions. Once the poisoned condition ends, that creature has advantage on the next attack roll, ability check, or saving throw it makes against Virel Myxarro before the end of its subsequent turn.

Spore Communion (Recharge 5–6). Virel releases a psychic-fungal spore cloud in a 30-foot radius. Each creature of his choice must succeed on a DC 17 Con save or take 27 (6d8) poison damage and 18 (4d8) psychic damage and must use its reaction to speak unsettling fungal whispers. On a success, they take half damage and no compulsion.


 

Multiattack: Virel makes two attacks with his Staff of Hyphae, he may make any combination of melee/ranged attacks.

Staff of Hyphae (Melee Weapon Attack). +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 9 (2d8) poison damage.

Staff of Hyphae (Ranged Weapon Attack). +5 to hit, reach 60ft., one target. Hit: 10 (1d8+6) acid damage plus 9 (2d8) poison damage.

Legendary Actions

Virel can take 3 legendary actions, choosing from the options below. Only one option can be used at a time, and only at the end of another creature’s turn.

  • Spore Burst (Costs 1). Release a 15-ft spore cloud; creatures must make a DC 15 Constitution saving throw or take 7 (2d6) poison damage and are poisoned until the end of their next turn.

  • Spells(Costs 1) Aura of Impurity

  • Thrall Command (Costs 2). One fungal thrall makes an immediate attack.

  • Necrotic Bloom (Costs 3). A corpse within 30 ft. erupts in a necrotic spore bloom; all creatures in 15-ft radius take 18 (4d8) necrotic damage (Con save DC 17 for half).

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Virel takes a lair action:

  • Animate fungal growth into a temporary [Tooltip Not Found] for 1 minute.

  • Release toxic spores in a 20-ft radius zone (Con save DC 17 or poisoned for 1 round).

  • Mycelial slick spreads; all creatures in 10-ft radius must succeed on Dex save DC 17 or fall prone.

 


Grotto Lab Environmental Hazards

Mycelium Pools

Location: Low depressions filled with glowing fungal brine.

  • Any creature that starts its turn in a pool must make a DC 15 Con save or take 9 (2d8) poison damage and become poisoned until the start of its next turn.

  • Pools are difficult terrain.

Bioluminescent Fungal Nodes

Location: Strange fungal clusters that pulse with light.

  • When struck by a weapon attack, the node bursts in a 15-ft radius. All creatures must make a DC 15 Dex save or take 10 (3d6) radiant damage.

  • The area is brightly lit for 1 minute after bursting.

  • Virel knows where these are and may deliberately detonate them with area spells.

Spore Vents

Location: Cracks in the grotto floor, occasionally venting fungal spores.

  • At initiative count 10 each round, roll a d6. On a 4–6, one vent erupts within 60 ft. of a random creature.

  • The eruption creates a 20-ft radius cloud. Any creature that starts its turn in the cloud must succeed on a DC 15 Con save or be blinded until the end of its next turn.

  • The cloud disperses at the end of the next round.

Fungal Puppetry Roots

Location: Spore-encrusted roots lining the grotto walls.

  • A creature that ends its turn within 5 ft. of the wall must succeed on a DC 15 Str save or be grappled as tendrils seize them.

  • While [Tooltip Not Found], the creature takes 7 (2d6) necrotic damage at the start of its turn as the roots leech vitality.

  • Roots can be hacked (AC 12, HP 15) to free a creature.

Habitat: AnyCoastalUnderdark

farnethr

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