| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +8 |
| DEX | 10 | +0 | +0 |
| CON | 21 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 19 | +4 | +9 |
| CHA | 16 | +3 | +3 |
Corrupted Pollen. A thick haze of corrupted pollen spreads around 30-foot radius from Nirjah. Any creature that starts its turn in this area must succeed on a DC 18 Constitution saving throw or take 5 (2d4) poison damage and gain one stack of "Spore Rot". Each stack of "Spore Rot" reduces the creature's speed by 5-feet. If a creature reaches 4 stacks, they are paralyzed for 1 round, after which the stacks reset to zero. (The stack resets if the creature moves out the Corrupted Pollen's range).
Legendary Resistance (3/Day or 4 in Lair). If the Nirjah fails a saving throw, it can choose to succeed instead.
Multiattack. Nirjah makes three attacks, either with its Vine Slam or Plant Spikes.
Vine Slam. Melee Attack Roll: +8 to hit, reach 15 ft., one target. Hit: 16 (3d8+3) bludgeoning damage plus 3 (1d6) poison damage.
Plant Spikes. Melee or Ranged Attack Roll: +8 to hit, reach 120 ft., one target. Hit: 16 (3d8+3) piercing damage. The creature must make a DC 18 Dexterity saving throw or be restrained by the vines.
Root Sweep (Recharged 5-6). The Nirjah lashes out with massive surface roots in a 60-foot cone. Each creature in that area must make a DC 18 Strength saving throw. On a failure, a creature takes 28 (8d6) bludgeoning damage and is knocked prone. On a success, they take half damage and are not knocked prone.
Nirjah can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Nirjah regains spent legendary actions at the start of its turn.
Vine Tangle. The Nirjah extended its vines and targets two creatures that it can see within 60-feet. (Maximum creature that can be grappled: Two). The creature must make a DC 18 Strength saving throw or be Grappled(DC 18) and while grappled the creature is also Restrained. The Nirjah can slam these vines together with the creatures to the ground dealing 7 (2d6) Bludgeoning damage.
Pollen Flare (Costs 2 Action). The Nirjah shoots out Pollen on the ground within 60-feet creating a 15-foot radius area. Any creature that starts their turn in that area must make a DC 18 Constitution saving throw or be poisoned.
Sprout Pods (Costs 3 Action). The Nirjah ejects two corrupted pods into unoccupied spaces within 60-feet. At the start the start of the next round, these pods hatch into Corrupted Sprouts (The corrupted Sprouts roll their own initiative and use the statistics of a Hook Horror Spore Servant).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/6/2026 4:37:37 PM
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6
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0
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Coming Soon
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8/16/2026 12:20:05 AM
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10
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0
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Coming Soon
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8/16/2026 1:52:37 AM
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10
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0
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Coming Soon
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8/16/2026 2:02:31 AM
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12
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1
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Coming Soon
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8/28/2026 12:48:03 AM
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13
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1
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Coming Soon
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