Fluvium (5e Creature)

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Small plant (fectoid), chaotic good

Armor Class 13 (natural armor)
Hit Points 31 (7d6 + 7)
Speed 10 ft., fly 30 ft. (hover)

8 (-1) 16 (+3) 12 (+1) 15 (+2) 19 (+4) 16 (+3)

Saving Throws Con +3
Skills Deception +5, Insight +8
Damage Vulnerabilities fire
Senses passive Perception 14
Languages Fectoid
Challenge 3 (700 XP)

Sleep Powder. A hostile creature that starts its turn within 15 feet of the fluvium must succeed on a DC 14 Constitution saving throw or be rendered unconscious for 1 minute.


Tendril Filter. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target gains a level of exhaustion; this cannot increase the target's exhaustion level past 2.

Infect (Recharge 5-6). One humanoid that the fluvium can see within 5 feet of it must succeed on a DC 14 Constitution saving throw or become infected with fluvium; the fluvium then disappears, and the target is incapacitated until the end of its next turn.

Art by Jonathan Wojcik

Dancing and undulating through the air, the carefree and affectionate Fluvium smells intensely sweet and enticing, even tasting of pure sugar if caught and consumed by an unsuspecting predator. Its pink, powdery poison has a strong sedative effect, sending the toughest monsters into a deep sleep whether inhaled or ingested. With its probing tendrils, it drains blood or other fluids from a sleeping host, filters out the sugars for itself and cycles the rest back into the body. A Fluvium's infection cycle ends with the host falling into one final, dreamless sleep. Tiny, colorless Fluvium, thick with white "down," will sprout from the body on wart-like stalks of host flesh, breaking away and drifting off in the wind.
The Fluvium is an infinitely curious entity, and enjoys learning everything it can about a new host from within their mind, often manipulating the victim's dreams into challenging puzzles and personally tailored moral dilemmas to observe their reaction.

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