Tiny Monstrosity, Unaligned
Armor Class 6 Natural Armor
Hit Points 5 (2d4 + 3)
Speed 1 ft.
STR
1 (-5)
DEX
1 (-5)
CON
16 (+3)
INT
3 (-4)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws CON +5
Damage Immunities Poison
Condition Immunities Exhaustion
Senses Passive Perception 6
Languages Understands Goblin but cannot speak
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

LSD Aura. Creatures within a 5ft radius must make a constitution saving throw with a DC of 10. If a creature fails the saving throw they begin to experiance hallucinations causing them to find it difficult to tell the difference between what is real and what is not. In combat this ability causes the creature to immediately suffer from the stunned condition for the round as well as triggering the effects of the blinded condition for 1d4 turns. A creature that failed the initial saving throw can roll another at the end of their turn.

Release Spores. Should a creature attack or squeese the Spore Squig it will release a torrent of spores in a 15 ft cone originating from the Spore Squig or a 20 ft circle with the Spore Squig at its centre, all creatures in the radius suffer the effects of the confusion spell upon failing a DC 15 constitution saving throw. Attacking a Spore Squig always triggers the circle area of effect.

Owners Immunity. Should a creature have been exposed to a Spore Squigs spores for 72 hours they develop resilience to the traits LSD Aura and Release Spores, granting them immunity unless directly inhaled from its back. 

Actions

Bite. Melee Weapon Attack: -3 to hit, reach 0 ft., one target. Hit: 5 (1d8) piercing damage.

Description

A walking LSD projector. These little squigs are used defensively by Fungoid Cave-Shamans, who need but stamp on one to release an obscuring cloud of spores. The Fungoid Cave-Shamans themselves are the lepers of Goblin kind. The mushroom-gobbling grot maniacs known as Cave-Shamans are obviously not right in the head.

To these greenskinned nutters, to get lost in a brain-mangling vision is to grow closer to the side of Gorkamorka that epitomises cunning and trickiness over brute strength, which is the side that all grots like the best.

The Spore Squig is nothing more than a living, breathing hookah for the greenskin to sniff some grade-A meth and can, on command, release said spores towards its enemies to make them just as high as the Squig's personnel caretakers.

Moral of the story, don't do drugs kiddos, especially on the battlefield.

Monster Tags: GoblinoidFungusOrc

Habitat: Underdark

Kyppo

Comments

Posts Quoted:
Reply
Clear All Quotes