Session 2 Monsters

Heartrot Fungus
Diminutive Plant

This large mushroom (~8-10" tall) resembles a shriveled black human heart with a sharp spine on the top where the aorta would be. They do not occur naturally, but appear when a druid curses a humanoid creature with unending suffering. They exist in perpetual torment while aware of their surroundings, and their only desire is to spread their misery to others.

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AC 17 (Natural Armor)
HP 16 (4d6+4)
Move- 15ft, Burrow 5ft
CR 4
Languages: None

STR 7 (-2)
DEX 17 (3)
CON 12 (
1)
INT 14 (2)
WIS 18 (
4)
CHA 9 (-1)

Stealth (+7)

Damage resistances: Necrotic, Poison
Damage Vulnerabilities: Fire, Radiant

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Actions:

Infect- 7 to hit, reach 5ft, 1d43 piercing damage. Target must make a CON save (DC 16) or become infected. Infected creatures take a further 1d4 poison damage per round until cured via Cure Disease, Lesser/Greater Restoration, or higher level healing magics. If not cured within 1d6 hours, target becomes a Rotted One (detailed below).

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Bonus Actions:

At Home in the Shadows- Heartrot Fungus can hide as a bonus action when lightly obscured or in dim light.

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Rotted One
Medium Undead (size varies with target)

This undead is the result of the Heartrot infection. They share their creator's desire to spread their misery and suffering to others, especially to former allies. Over 1d4 years, they slowly rot away, becoming a new Heartrot Fungus

AC- 11 (If host had armor on, use that instead. See DEX)
HP- Host's max HP+40
Move- 25ft
CR 6
Languages: None, but can parrot words and phrases the host would have known before infection.

STR 18 (4)
DEX 12 (
1) (Or host's DEX-2, whichever is higher)
CON 14 (2)
INT 8 (-1)
WIS 14 (
2)
CHA 4 (-3)

Athletics +8, Stealth +5

Damage Resistances: Necrotic, Poison
Damage Vulnerabilities: Fire, Radiant

Undead Vigour- Rotted One regains 10hp per round, even if it is at 0hp. Taking fire damage interrupts this effect.

Pack Tactics- Rotted Ones have advantage on attacks when another Rotted One is within 5ft of the target.

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Actions:

Multiattack: Rotted One makes two claw attacks
Claw- 8 to hit, 1d64 slashing damage. Target must make a CON save (DC 14) or become Infected (as with Heartrot Fungus).

Tendril- 8 to hit, reach 15ft, 1d44 piercing damage. Target must make a STR or DEX save (DC 18, target's choice) or be grappled and pulled adjacent to the Rotted One. Rotted One has advantage on attacks against targets grappled in this way.

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Bonus Actions:

Gibber (2/day)- Rotted One speaks in halting, giggling phrases in the voice of its host, appealing to its former allies to join it in mutual suffering. One target the Rotted One can see within 30ft must make a WIS save (DC 13) or spend its next turn moving up to its full move speed towards the Rotted One and take no actions or bonus actions other than Dash.

At Home in the Shadows: Rotted Ones can hide as a bonus action when lightly obscured or in dim light.

 

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Session 2 Monsters

Broken Throne 2 Causa