Fungal Elf

Fungal Elf Tactics

Fungal Elves are corpses reanimated by the Mushroom King's spores. They lack any self-preservation instincts and are incapable of thinking. If they spot a target, they will fight it to the death.

The only tactic they follow is to defend their king. If someone attacks the king, they will attack that person or use the Spore Scream to both heal and attack.

A fungal Elf can decide to use the Spore Scream just to heal the Mushroom King

There's no way to reverse the Mushroom King's control over the undead Elf's body, since this is not a form a charm or possession, but the mushrooms literally controlling the corpse. Any attempts by the party to convince the fungal Elf to stop helping the Mushroom King are futile since it literally cannot think or reason. It's just an empty husk.

Dragon Stew

Fungal Elf
MEDIUM UNDEAD CHAOTIC EVIL

Armor Class: 13 (natural armor)

Initiative: -1 (9)

Hit Points: 30 (4d8+12)

Speed: 20 ft.

Challenge: 2 (XP 450; PB +2)
    MOD SAVE
STR 16 +3 +5
DEX 8 -1 -1
CON 16 +3 +3
    MOD SAVE
INT 3 -4 -4
WIS 18 +4 +6
CHA 3 -4 -4

Immunities: Poison; Poisoned

Senses: Darkvision 60 ft., Blindsight 120 ft., Passive Perception 14

Languages: None


Traits

Self-Destruction. Once the fungal Elf is at 1/4th of its maximum HP (8 HP), the mushrooms controlling it explode, killing the fungal Elf instantly. Any creature in a 5-foot radius of the fungal Elf must make a DC 13 Constitution saving throw, or take 7 ( 2d6 ) poison damage, or half as much if they succeed.


Actions

Multiattack. The fungal Elf makes 2 fist attacks or 1 fist attack and 1 rock attack.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Spore Scream (Recharge 6). The fungal Elf screams, and the mushrooms on its body shake, releasing spores around it. Any creature within 5 feet of the fungal Elf must make a DC 13 Constitution saving throw or take 6 (1d6 + 3) poison damage, or half as much on a successful save. On a failed save, the creature is also frightened until the end of its next turn.

 


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