Kryx RPGThemesCreatures
Gas Spore

Gas Spore

Large plant


Damage immunities poison
Condition immunities blinded, deafened, frightened, paralyzed, poisoned, prone

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

Death Burst. The gas spore explodes when it drops to 0 health. Each creature within 4 meters of it must succeed on a DC 7 Fortitude saving throw or take 10 (3d6) poison damage and become diseased on a failed save. Creatures immune to the poisoned condition are immune to this disease.

While diseaseed, 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 DC 15 Wilderness check.

Maneuvers. The gas spore uses maneuvers (maneuver save DC 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


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



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 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. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).


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