Sporejaw

Old hunters tell tales of the sporejaw as a beast that 'paints the woods with sleep.' Its presence is sometimes credited for whole glades going dormant and for the sudden appearance of strange luminescent growths.

HP85AC15SPDWalk 40 ft., Climb 30 ft., Swim 30 ft.CR5 (1,800 XP)PerceptionStealth
STR
18
save
DEX
14
CON
16
save
INT
7
WIS
14
CHA
10
Camouflage. When the sporejaw is in natural cover or among fungal growths, it has advantage on Dexterity (Stealth) checks to hide.
Regenerative Carapace. The sporejaw regains 5 hit points at the start of its turn if it has at least 1 hit point, provided it has not taken fire damage since its last turn.
Clinging Spores. Any creature that starts its turn within 5 feet of the sporejaw must succeed on a Constitution saving throw or gain one level of exhaustion as the dense spores clog lungs and wear on stamina. This effect does not apply to creatures immune to poison.
Multiattack. The sporejaw makes two attacks: one with its bite and one with its tail. If the bite hits, the target must succeed on a Constitution saving throw or become nauseated, taking poison damage and having disadvantage on attack rolls until the end of its next turn.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () piercing damage. If the target fails a Constitution saving throw, it takes an additional 7 () poison damage and is exposed to microscopic fungal threads for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Tail Lash. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () bludgeoning damage. On a hit the target is pushed 10 feet away and knocked off balance, granting advantage on the sporejaw's next attack against that target before the end of its next turn.
Spore Spray. Recharge 5-6. The sporejaw expels a cloud of bioluminescent spores in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save a creature takes 27 () poison damage and is blinded until the end of its next turn and is restrained as fungal filaments cling to it. On a successful save a creature takes half damage and is not blinded or restrained. The filaments remain briefly and can be removed with a Strength check or by dealing 10 slashing damage to the filaments (AC 10, 5 hp).
Spore Veil. The sporejaw releases a thin veil of spores in a 20-foot radius centered on itself that obscures vision and smells of damp loam. The area is heavily obscured for creatures that rely on sight for vision. Creatures that enter or start their turn in the veil must succeed on a Wisdom saving throw or be infected with mild delirium for 1 minute. While delirious they perceive illusory whispers and shadows and have disadvantage on Wisdom and Intelligence checks. A creature can repeat the save at the end of each of its turns, ending the effect on a success. The spore veil lasts 1 minute or until the sporejaw disperses it as a bonus action.
Filament Snare. If a creature within 10 feet hits the sporejaw with a melee attack, the sporejaw can spend its reaction to lash out with a filamentous tendril. The attacker must succeed on a Dexterity saving throw or be restrained until the end of their next turn. The sporejaw can use this reaction a number of times equal to its Constitution modifier (3) per long rest.
1st level
Innate Spore MagicConjuration The sporejaw can cast entangle and fog cloud as innate magical effects, each once per day. The save DC for these effects is 13.
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