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Blighted Speaker in Spores

Creature 13 (rare) — fungus, mutant

As Zibik wanders the blighted wilderness and takes on the toxins of others, his body is overburdened by fungal growths. Zibik sheds these growths during his cycle of death and rebirth, and they sometimes emerge as a fungal creature that's independent of but innately connected to the green man. Zibik often shapes a speaker in spores to resemble an animal he encountered recently; speakers very rarely share the same form, but they all appear like fungal growths surrounded by glowing spores.

Source: wardens-of-wildwood-bestiary

Perception +25
Skills acrobatics +22, athletics +24, intimidation +21, nature +27, survival +27
Str
+7
Dex
+3
Con
+4
Int
-2
Wis
+8
Cha
+2
AC 32 Fort +23 Ref +20 Will +27
HP 250
Immunities poison
Resistances bludgeoning 15, piercing 15
Weaknesses fire 15, slashing 15
Speed 40 feet

Offense

Melee Tendril +28, Damage 1d6 poison plus 3d10+13 bludgeoning

Abilities

Shaped Tongue — The speaker in spores can speak with all plants and the creature they resemble.
Spore Matrix (aura, mental, primal) — 60 feet. The speaker in spores is surrounded by a strong concentration of spores. The speaker can communicate telepathically to any creatures in the aura who have breathed in their spores. This communication always uses the listener's native language and can't be used with a creature that doesn't breathe.
Sporesight (Imprecise) 120 feet — The speaker in spores can see through spores drifting in the air, ignoring cover. This is an imprecise sense and functions only in areas without strong wind currents. Sporesight doesn't function underwater.
Constant Spells — Constant Spells
Blight Walker — The speaker in spores recovers from the Paralyzed, Slowed, and Stunned conditions at the end of their turn. They're also immune to penalties to their Speeds and ignore cover, concealment, difficult terrain, and greater difficult terrain resulting from plants or fungi.
Toxic Spores
Accelerate Decay (primal, void) — The speaker in spores unleashes void energy that forces desiccation in a 30-foot emanation. Each living creature in the area takes 14d6 void damage (DC 33 Fortitude save). Creatures afflicted by a disease take a –2 circumstance penalty to this save. All Small or smaller non-magical plant life (though not plant creatures) in the area wither and die, eliminating any cover or concealment and leaving difficult terrain in their wake. The speaker in spores is immune to this effect and can't use this ability again for 1d4 rounds.
Ayrzul's Blight (disease, earth, primal) — Radioactive elemental energy courses through sap and blood, petrifies bark and bone, withers flesh, and mutates life. Creatures with the wood or plant trait treat critical successes against the disease as successes. The drained condition caused by Ayrzul's Blight can't be healed until the disease is removed. Ayrzul's Blight presents with obvious but varying symptoms, from coughing up black dust to suddenly becoming covered in itchy patches of flaky stone. Saving Throw DC 33 Fortitude Onset 1 day Stage 1 Drained 1 (1 day) Stage 2 Drained 2 (1 day) Stage 3 Drained 3 (1 day) Stage 4 Drained 4 (1 day) Stage 5 mutation (on a failure) or death (on a critical failure)

Spells

Blight (rank 4)
Fly (Constant) (rank 4)
Environmental Endurance (Constant) (rank 2)

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