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Awakened Zurkhwood

Awakened Zurkhwood Huge plant, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d12 + 14)
  • Speed 20 ft.
  • STR 19 (+4)
  • DEX 6 (-2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing

Damage Immunities: fire

Senses: darkvision 120 ft, passive Perception 10

Languages: -

Challenge: 2 (450 xp)


False Appearance. While the zurkhwood remains motionless, it is indistinguishable from a normal zurkhwood mushroom.

Actions


Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage.

Bridesmaid of Zuggtmoy (OotA230)

Bridesmaid of Zuggtmoy (OotA230) Medium plant, chaotic evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 8 (-1)
  • CHA 18 (+4)

Senses: darkvision 60 ft., passive Perception 9

Languages: understands Abyssal, but can't speak

Challenge: 1/8 (25 xp)


Fungus Stride. Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushroom and patches must be Large or bigger.

Actions


Hallucination Spores. The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful saving throw, the creature can't be affected by the spores for 24 hours. On a failed save, the creature is infected by a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table, OotA249) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see MM230)

The bridesmaids of Zuggtmoy are plant creatures with vaguely humanoid forms. Their frail bodies are covered with clusters of luminescent lichen and crusty tumescent growths.

Chamberlain of Zuggtmoy

Chamberlain of Zuggtmoy Large plant, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d10 + 12)
  • Speed 20 ft.
  • STR 17 (+3)
  • DEX 7 (-2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 8 (-1)
  • CHA 12 (+1)

Damage Resistances: bludgeoning, piercing

Senses: darkvision 60 ft., passive Perception 9

Languages: Abyssal, Undercommon

Challenge: 2 (450 xp)


Mushroom Portal. The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy

Poison Spores. Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions


Multiattack. The chamberlain makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.

Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful saving throw, the creature can't be affected by the spores for 24 hours. On a failed save, the creature is infected by a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table, OotA249) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see MM230)

A chamberlain of Zuggtmoy looks like a vaguely bipedal mass of blue mold with the barest hint of a face nested deep inside a mossy cowl. It pummels enemies with its mossy fists.

Chuul Spore Servant

Chuul Spore Servant Large plant, unaligned 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 93 (11d10 + 33)
  • Speed 30 ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Immunities: poison

Condition Immunities: blinded, charmed, frightened, paralyzed, poisoned

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 8

Languages: -

Challenge: 4 (1,100 xp)

Actions


Multiattack. The spore servant makes two pincer attacks.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is Large or smaller creature and the spore servant doesn't have other creatures grappled.

Drow Spore Servant

Drow Spore Servant Medium plant, unaligned 1/8 25 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 20 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Condition Immunities: blinded, charmed, frightened, paralyzed

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 8

Languages: -

Challenge: 1/8 (25 xp)

Actions


Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Duergar Spore Servant

Duergar Spore Servant Medium plant, unaligned 1/2 100 xp

  • Armor class 16 (scale armor, shield)
  • Hit points 26 (4d8 + 8)
  • Speed 15 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Resistances: poison

Condition Immunities: blinded, charmed, frightened, paralyzed

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 8

Languages: -

Challenge: 1/2 (100 xp)

,

Actions


War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Hook Horror Spore Servant

Hook Horror Spore Servant Medium plant, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 75 (10d10 + 10)
  • Speed 20 ft., climb 20 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Condition Immunities: blinded, charmed, frightened, paralyzed

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 8

Languages: -

Challenge: 3 (700 xp)

,

Actions


Multiattack. The spore servant makes two hook attacks.

Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.

Myconid Adult

Myconid Adult Medium plant (Myconid), lawful neutral 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (4d8+4)
  • Speed 20 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 7 (-2)

Senses: darkvision 120ft., passive Perception 11

Languages:

Challenge: 1/2 (100 xp)



Distress spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws.

Actions


Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.

Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Myconid Sovereign

Myconid Sovereign Large plant (Myconid), lawful neutral 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 60 (8d10 + 16)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 10 (0)

Senses: darkvision 120ft., passive Perception 12

Languages:

Challenge: 2 (450 xp)



Distress spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws.

Actions


Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.

Animating Spores (3/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.

Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Yestabrod

Yestabrod Large monstrosity, chaotic evil 4 1,100 xp

  • Armor class 15 (natural armor)
  • Hit points 75 (10d10 +20)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 10 (0)

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 12

Languages: Abyssal, telepathy 60 ft.

Challenge: 4 (1,100 xp)


Legendary Resistance (1/Day). If Yestabrod fails a saving throw, it can choose to succeed instead.

Infestation Spores (1/Day). Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful saving throw, the creature can't be affected by the spores for 24 hours. On a failed save, the creature is infected by a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table, OotA249) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see MM230)

Actions


Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.

Caustic spores (1/Day). Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions


Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn.

Corpse Burst. Gore, offal and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage.

Foul Absorption. Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8 + 2 hit points.