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The Spore Lord

Medium humanoid, neutral evil

Armor Class 16 (natural armor)
Hit Points 132 (16d8 + 64)
Speed 3 m.
STR
10
(+0)
DEX
14
(+2)
CON
18
(+4)
INT
12
(+1)
WIS
18
(+4)
CHA
10
(+0)
Saving Throws Con +7, Wis +7
Skills Nature +4, Perception +7, Stealth +5
Damage Resistances Poison
Condition Immunities Poisoned
Senses passive Perception 17
Languages Common, Elvish, Druidic
Challenge 6 (2,300 XP)

Spellcasting. The The Spore Lord is a 2-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).

Cantrips (at will): Druidcraft, Pison Spray

2nd level: Barkskin, Spike Growth (1/day each)

Actions

Multiattack. The Spore Lord makes two spore staff attacks. He can replace one attack with spore spawner if available.

Spore Staff. Melee Weapon Attack: +7 to hit, reach 1.5 m., one target. Hit: 9 (1d8+5) bludgeoning damage plus 10 (3d6) poison damage

Spore Spawner (Recharge 5-6). The Spore Lord causes the mushrooms present on the field within 18m. to erupt in a 1.5 m. radius area. A creature in the area when the mushrooms explode or that enters the area for the first time on a turn until the Spore Lord's next turn must make a DC15 saving throw of the following type :

1 - Red (flameburst). Dex saving throw. 3d10 fire damage on failure, half on success.

2 - Purple (Delirium Spores. Wis saving throw. On a failure the creature is poisoned and has disadvantage on attack rolls until the end of its next turn.

3 - Green (Paralyzing Spores). Con saving thrown. On a failure the creature is restrained until the end of its next turn.

4 - Black (Necrotic Spores). Con saving throw. 3d10 necrotic damage on a failure or half as much on a success. A humanoid creature reduced to 0 hit points by this damage rises as a Spore Zombie (1d4 for type) under the Spore Lord's control at the start of its next turn.

Reactions

Fungal Transplant. When hit with an attack, the Spore Lord switches place through the miscellium with a random mushroom in a 9 m. radius. half the damage is transfered to the mushroom.

Legendary Actions

Spore release. Each creature within 1.5 meter must succeed on a DC15 Con saving throw or take 7 (2d6) poison damage.

Lair action : When the Spore Lord reaches 50 or less hp. The Spore Lord is incapacitated and raises its AC to 24. It drains 2d6 + 4 hp from the closest mushroom each turn. When there is no mushroom left, it exits this state and calls onto all of its forces. Every other turn, it invokes either :

. From the ground rise 1d6 Weathered Spore Zombies (1d4 for the type and half hp) that act at the end of initiative order.

. From cracks in the walls flow 1d4 Weathered Swarms of Spore Bees (half hp) that act at the end of initiative order. Swarms of Bees that come in contact fuse into one adding their hp pools into one.