Botularia (5e Creature)
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Small plant (fectoid), unaligned
Armor Class 13 (natural armor)
Saving Throws Con +5
Amorphous. The botularia can move through a space as narrow as 1 inch wide without squeezing.
Vent Gas. A 15-foot-radius cloud of toxic gas extends out from the botularia. The gas spreads around corners. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target behaves as if under the effects of the confusion spell during combat. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infect (Recharge 5-6). One humanoid that the botularia can see within 5 feet of it must succeed on a DC 13 Constitution saving throw or become infected with botularia; the botularia then disappears, and the target is incapacitated until the end of its next turn.
This slithering, rolling mass of protoplasm grows and feeds wherever a variety of organic detritus has accumulated, including dumpsters, compost heaps, bogs, and cesspools. A botularia may spend its entire existence scavenging in peace until provoked, venting a toxic gas from its pores which causes temporary confusion, dizziness and memory loss while it returns to its endless feeding. Botularia are capable of reproducing even in their macroscopic form, splitting apart as they feed and grow. They may emerge from the infectious stage as a single, massive conglomerate body, but seldom maintain it for more than a few minutes.
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