Large Aberration, Neutral Evil
Armor Class 19 Natural armor
Hit Points 192 (25d10 + 55)
Speed 0 ft., fly 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
19 (+4)
INT
14 (+2)
WIS
19 (+4)
CHA
15 (+2)
Saving Throws STR +5, CON +9, INT +7, WIS +9, CHA +7
Skills Perception +12, Stealth +5
Damage Resistances Acid, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 14
Languages Deep Speech, Druidic, Undercommon Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Aggressive. As a bonus action, the Madtrick can move up to its speed toward a hostile creature that it can see.

Compounded Sickness. The Madtrick's cocktail of diseases are potent to even the most resolute fighters. Creatures that are normally immune to disease or poison are instead only resistant to a Madtrick's spore ray.

Aura of Decay. The Madtrick emits a 90ft radius of noxious vapor centered on itself. At the start of each of the Madtrick's turns, creatures caught in the aura automatically take 14 (4d6) acid damage.

Actions

Ensnare. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (4d6) bludgeoning damage, and the Madtrip attaches to the target. If the target is medium or smaller the Madtrip will gain advantage on the attack roll. If the attack is successful, it engulfs the target's head causing the target to be grappled, blinded and suffocated while engulfed.

While attached to the target, the Madtrip can Ensnare no other creature except the target but has advantage on its attack rolls. The Madtrip's moves with the target and at half speed while attached this way. The Madtrip can carry and fly with a target up to 500 lbs.

A creature can detach the Madtrip by making a successful DC 17 Strength check as an action. On its turn, the Madtrip can detach itself from the target by using 5 feet of movement.

Spore Rays. The Madtrip shoots three of the following magical spore rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Blinding Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or suffer the effects of Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

2. Fever Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or suffer the effects of Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Rot Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or suffer the effects of Flesh Rot disease for 7 days. The creature’s flesh decays. The victim has disadvantage on Charisma checks and vulnerability to all damage.The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Mindfire Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw. On a failed save, the target’s suffers the effects of the Mindfire disease for 7 days. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.

5. Skin-Quake Ray. The targeted creature must make a DC 17 Strength saving throw. On a failed save, the creature is overcome with shaking and suffers from seizures for 7 days. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

6. Doom Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or suffer the effects of the Slimy Doom Disease for 7 days. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Hallucination Ray. The targeted creature must make a DC 17 Charisma saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

9. Spawning Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage as 3 Gas Spores erupt from the target's chest. They plant themselves in unoccupied spaces within 15 feet of the target. The Gas Spores act right after the Madtrip on the same initiative count and fight until they’re destroyed.

10. Feeblemind Ray. The target takes 4d6 psychic damage and must make an DC 17 Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

Legendary Actions

The Madtrip can take 3 legendary actions, using the Spore Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The tyrant regains spent legendary actions at the start of its turn.

Spore Ray. The Madtrip uses one random spore ray.

Description

There are reasons you never give shrooms to a beholder. The feverish dreams that transpire may result in the putrid scourge known as the Madtrip. The embodiment of pestilence and rot, this floating fungi slinks into forests and rots all life around its pustulant form. The air of a Madtrip’s lair grows thick and caustic, blotting out the sun and ensuring Underdark flora and fauna have a place to thrive even on the surface. 

Those that survive long enough to behold these vitriolic aberrations, soon succumb to the many deadly gases hissing from its spindly stalks. These otherworldly toxins can cause nightmarish hallucinations, vile curses, or even cause adventurers to vomit more fungal enemies to fight. Some Madtrips enjoy slowly suffocating their victims using their long tube-like stem and parading them around against their will like a false body. For the Madtrip’s only love is decay which it inflicts with voracious delight.

Lair and Lair Actions

A Madtrip's lair is typically set deep in forest groves, but it contains more trappings of death and decay. A Madtrip encountered in its lair has a challenge rating of 15 (13,000 XP).

 

Lair Actions

When fighting inside its lair, a Madtrip can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Madtrip can take one lair action to cause one of the following effects:

  • An area that is a 50-foot cube within 120 feet of the tyrant is filled with voracious fungi. To creatures other than the Madtrip, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.
  •  2 Gas Spores arise in unoccupied spaces within 15 feet of the Madtrip. The Gas Spores act right after the Madtrip on the same initiative count and fight until they’re destroyed.
  • A spectral eye opens in the air at a point within 50 feet of the Madtrip. One random spore ray of the Madtrip shoots from that eye, which is considered to be an ethereal source, at a target of the Madtrip’s choice. The eye then closes and disappears.

The Madtrip can’t repeat an effect until all three have been used, and it can’t use the same effect on consecutive rounds.

 

Regional Effects

A region containing a death tyrant’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Noxious smells waft from 10 miles from the Madtrip's lair causing serve nausea and vomiting (DC 17 Constitution) from creatures that breathe the gas.
  • All plant life wither within 5 miles of the Madtrip's lair and the dense gases blot out the sun. The rotting twisted swamp is terraformed perfectly for Underdark fungi (Gas Spores, Shriekers, and Violet Fungi) to thrive.
  • When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant’s lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random spore ray of the Madtrip.

If the Madtrip dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/4/2019 3:29:40 AM
132
14
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Coming Soon
12/10/2019 4:32:33 PM
3360
89
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Coming Soon

Monster Tags: BeholderFungus

Habitat: ForestSwampUnderdark

JessJackdaw

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