| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Plant Camouflage. The blightcoil has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The blightcoil regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the blightcoil’s next turn. The blightcoil dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Toxic Crush: Any creature that starts its turn with the Grappled condition takes 3 (1d6) poison damage.
Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage.
Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14).
Description
If a snake dies from russet mold, the result is a bestial moldy called a blightcoil, instead of a bipedal vegepygmy. Blightcoils are less intelligent than other vegepygmies, but they are larger and more ferocious and have toxin covered bodies.
Comments