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MolderHulk

MolderHulk

Large large plant, , unaligned
Armor Class: 12
Hit Points: 159
Speed: 30 ft

STR

26 +8

DEX

10 +0

CON

20 +5

INT

2 -4

WIS

12 +1

CHA

10 +0

Damage Vulnerabilities: Fire
Damage Resistances: Cold, Necrotic
Condition Immunities: Blinded, deafened, exhaustion
Senses: Blindsight 60 ft, Blind beyond this radius
Languages: None

Regenration: Molderhulk regains 20 hit points at the start of it's turn if it has at least 1 HP left.  If molderhulk takes fire damage this trait does not function at the start of it's turn.
Undergrowth reproduction -  The molderhulk may use it's action to touch a dead creature with less hit dice that it, doing so causes the body to rapidly grow fungus and decay.  The molderhulk's body infects the corpse and can create another molderhulk in 24 hours.
False appearance - While the molderhulk remains motionless it is indistinguishable from an ordinary fungus.
Fungal Aura - A creature that starts it's turn within 5 ft. of a Mindrot Thrall must succeed on a DC 15 constitution saving throw or become infected with molderhulk spores.
Green Strider - The Molderhulk ignores movement restrictions and damage caused by natural undergrowth.

Actions

Multi Attack - The molderhulk makes two claw attacks
Claw - Melee weapon attack - +12 to hit, reach 10 ft. / 2d8 +8 Slashing Damage
Molderhulk Spores - As an action the Molderhulk can expel a cloud of spores in a 10 ft. radius.
Infection occcurs when spores are inhaled or swallowed.  Infected creatures must make a DC 15 constitution saving throw or be controlled by the Molderhulk for 4 rounds.  The PC is compelled to protect the Molderhulk at all costs. 


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