Sporepion Pack Leader (5e Creature)

Sporepion Pack Leader

Huge plant, unaligned


Armor Class 18 (natural armour)
Hit Points 157 (15d12 + 60)
Speed 60 ft.


STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 13 (+1) 15 (+2) 5 (-3)

Damage Vulnerabilities fire, radiant
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 120 ft., passive Perception 12
Languages
Challenge 9 (5,000 XP)


Sunlight Sickness. While in sunlight, the sporepion has disadvantage on ability checks, attack rolls, and saving throws. The sporpion dies if it spends more than 1 hour in direct sunlight.

Commanding Presence. All sporepions within a 30-foot radius are controlled by the sporepion. These sporepions gain one extra actions per round and add 3 (1d6) slashing damage to all sporepion attacks. Upon spending 1d4 days with the sporepion, the controlled sporepions become a "Pack" and accompany the sporepion wherever it goes.

Variant: Tamed. This variant grants the sporepion the ability to understand simple commands from any humanoid creature it has spent 3d10 weeks with. This humanoid may use the sporepion as a steed if the humanoid is one or more sizes smaller. Upon commanding the sporepion, the creature must make a DC 10 Charisma check or the sporepion attacks.

ACTIONS

Pacifying Spores (3/Day). The sporepion 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.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). The sporepion has two claws, each of which can grapple only one target.

Hallucination Spores. The sporepion 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.

Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (3d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. If the saving throw is failed, the target is a host to sporepion spores. Every day, the target must make a DC 17 Constitution saving throw. After three successful saving throws the spores are dead, but if there are three unsuccessful throws the target takes 17 (3d8 + 4) piercing damage and 1d10 sporepion sprouts erupt from the target's chest cavity.

Spawn (5/Day). The sporepion is an asexual creature and can spawn 1d4 spore sacks at will, but in the process of spawning, it takes 6 (1d12) piercing damage. Upon evolving into sporepion sprouts, these spore sacks become part of the sporepion's pack.


Sporepion pack leaders are the most powerful stage of a sporepion's life cycle. These creatures are used by drow and myconids to lead their packs of sporepions, as pack leaders are naturally respected by all sporepions. In the wild sporepion pack leaders are rare, and only occur once every 50 years, drow have bred them to be more common, to protect their herds.


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