Gas Spore

Gas Spore

Large plant
Challenge

STR
−3
DEX
−5
CON
−3
INT
−5
WIS
−5
CHA
−5

2
1d10−3
7
Fort
−2
Ref
−3
Will
−5
Damage immunities poison
Condition immunities blinded, deafened, frightened, paralyzed, poisoned, prone

Speed 0 m., fly 2 m. (hover)
Skills
Senses blindsight 5 m. (blind beyond this radius)

Death Burst. When the gas spore dies, it explodes. Each creature within 4 meters of it must succeed on a Difficulty 7 Fortitude saving throw or take 22 (5d8) poison damage and become diseased on a failed save. Creatures immune to the poisoned condition are immune to this disease.

While diseased, spores invade an infected creature’s system, killing the creature in a number of hours equal to 2d12 + the creature’s Constitution, unless the disease is removed.

After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Eerie Resemblance. The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful Difficulty 15 Wilderness check.

Maneuvers. The gas spore uses maneuvers (maneuver save Difficulty 7). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: fearsome beast, spring attack

Actions (1)

Touch. Melee Weapon Attack: −2 to hit. Hit: 1 poison damage and the creature must succeed on a Difficulty 7 Fortitude saving throw or become diseased as described in the Death Burst trait.

Underdarkmm

Maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.