Spoilspore (5e Creature)
Spoilspore
Small plant, unaligned Armor Class 12 (natural armor)
Damage Resistances bludgeoning Boneless. The spoilspore can move through spaces as though it were one size category smaller without squeezing. Eyestalks. The spoilspore can't be surprised. Slime Coating. A creature that touches the spoilspore or hits it with a melee attack while within 5 feet of it makes a DC 12 Constitution saving throw, taking 3 (1d4 + 1) poison damage and becoming poisoned on a failed save. A creature remakes this throw if it takes damage or at the start of its turn, ending the effect on a success. While poisoned this way, creatures are numbed and have a -2 penalty to Dexterity checks. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage, making the throw with disadvantage if it is poisoned. The target must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
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Boneless except for a soft, cartilaginous skull and telescopic spine, this flexible, rubbery monster spends much of its time contracted completely into its surprisingly tough, mucus-covered mantle, its secondary eyestalks keeping watch as it sleeps hanging upside-down from a ceiling or tree branch. The filmy slime secreted by a spoilspore's mantle is thick with symbiotic molds and bacteria. On contact with a foreign organic medium, this microbial concoction begins to feed and replicate with incredible speed, breaking down even the toughest organic materials in mere minutes. |
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