Blighted Speaker in Spores
Creature 13 (rare) — fungus, mutant
WeaverAnvilLANDfungusmutant
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; darkvision; sporesight (imprecise) 120 feet
Languages muan, wildsong; shaped tongue, spore matrix
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 (fly)
Offense
Melee Tendril (reach-10) +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.
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 — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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.
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)
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)
Primal Innate Spells DC 33, attack +25
4th Fly (Constant)
2nd Environmental Endurance (Constant)
WORKS WELL WITH
CrasherLANDCrasher disrupts enemy positioning by pushing them into the Weaver's static area effects, creating a tempo advantage through forced movement.
SniperLANDSniper safely exploits the spacing that the Weaver's area denial creates while the Weaver's zone control covers the Sniper's close-range vulnerability.
PUNISHES
✖ clumping✖ cover reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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