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The Empty Patch - AI-generated fantasy Monster

The Empty Patch

Cavern delvers call the bare, clean-edged space left where a victim vanished an Empty Patch. The creature responsible may leave the patch undisturbed for weeks. Then faint lights bloom across the grove, roots begin to move, and the waiting spore-lurker is revealed. It leaves no sign of thought or speech.

Medium plant · CR 7 , dangerous ambush predator · Uncommon

The Empty Patch

A patient cavern predator that disguises itself as a giant mushroom, grapples prey, and slowly turns victims into compost for its grove.
AC15
HP112/112
CR7 , dangerous ambush predator
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 15 · HP 112 · CR 7 , dangerous ambush predator

The Empty Patch

Medium plant (spore-lurker), neutral evil
Armor Class15 (natural armor)
Hit Points112 (15d8 + 45)
Speed
30 ft.,
Climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsStealth
Damage Resistances
Bludgeoning damage,
Piercing damage
Immunities
Poison damage,
Blinded condition,
Deafened condition,
Frightened condition,
Poisoned condition
Weaknesses
Strong wind disperses its spore cloud.,
Fire and bright light make it easier to detect among glowing fungi.
A cautious party can pass it unnoticed while it remains motionless.
Ranged attacks from beyond its 10-foot tendril reach can blunt its assault.
Senses
Tremorsense 60 ft.,
Passive Perception 12
Challenge7 , dangerous ambush predator
Initiative+2 (12)
Proficiency Bonus+3
Passive Perception12
Escape DC15
Spore Cloud Save DC14 Constitution
Pale Thread Injection Save DC14 Constitution
False Appearance. While motionless among natural fungi or root formations, the spore-lurker is indistinguishable from an ordinary giant mushroom.
Choking Spore Cloud. Once per turn when the spore-lurker takes damage, it releases spores in a 10-foot Emanation. Each non-Plant creature in the area makes a Constitution saving throw. On a failed save, a creature has the Poisoned condition for 1 minute and is also Incapacitated while Poisoned in this way, coughing up fungal filaments. It repeats the save at the end of each of its turns, ending both effects on itself on a success. The cloud disperses immediately after the saving throws.

Actions

Multiattack. The spore-lurker makes two Tendril Lash attacks.
Tendril Lash. Melee Attack Roll: +7, reach 10 ft. Hit: 11 () Slashing damage plus 9 () Poison damage. If the target is Large or smaller, it has the Grappled condition (escape ). The spore-lurker can grapple only one creature at a time.
Pale Thread Injection (1/Day). Once per day, the spore-lurker makes a melee attack roll against one creature Grappled by it, with a reach of 5 feet. Hit: 18 () Necrotic damage. The target must succeed on a Constitution saving throw or have the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the condition on itself on a success.
Role
Ambush predator and grappler
Built for
Level 7 characters; Challenge 7

Notes for the game master

Choking Spore Cloud is a custom feature. Once per turn when the spore-lurker takes damage, it releases spores in a 10-foot Emanation. Each non-Plant creature in the area makes a DC 14 Constitution saving throw. On a failed save, the creature has the Poisoned condition for 1 minute and is also Incapacitated while Poisoned in this way, coughing up fungal filaments. It repeats the save at the end of each of its turns, ending both effects on itself on a success. The cloud disperses immediately after the saving throws.
The supplied immunity to the Blinded and Deafened conditions is retained as written.
A strong wind disperses the spore cloud. Bright light and fire make the creature easier to notice among glowing fungi.

Tactics

  1. Opening

    It waits motionless among natural fungi until a creature comes within 10 feet, then lashes at a vulnerable target. Its first injury releases the spore cloud if it has not already released one that turn.

  2. Mid-fight

    It uses ledges, columns, and dense growth to break lines of sight, trying to keep enemies close enough to catch in its spore cloud when they injure it. It focuses its tendrils on one grappled victim, then uses Pale Thread Injection.

  3. End of the fight

    At 24 hit points or fewer, if no creature is within reach, it crawls into a cramped, fungus-choked passage to prepare another ambush.

  4. Retreat

    It does not bargain or surrender. When badly wounded and without a target in reach, it withdraws into cramped, fungus-choked passages rather than risk open ground.

How it fights

Remain motionless and rely on False Appearance until prey approaches.
Use its opening lash to grapple a vulnerable creature, then exploit the cloud released when it takes damage.
Keep enemies near one another when possible so the damage-triggered spore cloud can affect multiple targets.
Use climbs, columns, and narrow passages to break lines of sight and withdraw when badly injured.

Who it attacks first

A creature approaching within 10 feet of its disguise
A creature it can isolate and grapple
A wounded or separated target it can reach without leaving cover

Works well with

Dense fungal growth and cramped passages amplify its concealment and ambush tactics.
Other cavern hazards that restrict movement can make escape from its grapple more difficult.

How to beat it

Strong wind disperses the spore cloud.
Ranged attacks from beyond its tendril reach limit its ability to grapple and inject prey.
Creatures immune to the Poisoned condition are not Incapacitated by its Choking Spore Cloud.
Fire and bright light make it easier to notice among glowing fungi.
A cautious party can pass a motionless spore-lurker unnoticed.

Ways to avoid a fight

A character who studies its growth can find clues to nearby moisture, sheltered routes, and the health of the local mushroom grove.
Characters who recognize the empty patch and move cautiously may pass the motionless creature without provoking it.
A party might track its feeding cycle to locate missing travelers or determine when the cavern is safest to cross.

Ecology

A hunched biped of braided roots and rotten cap-fungus, its barklike hide furred with pale mold. Tiny blue-green lights glow beneath its cap, imitating nearby mushrooms so closely that the creature can seem like part of the grove. Its roots rasp softly over stone, and its sour, overripe odor lingers in the damp air.

Behavior

It waits motionless until prey approaches, then lashes with braided root tendrils and tries to hold one victim still while it injects pale fungal threads. It shows no sign of thought or speech, and it does not bargain or surrender.

How it lives

Spore-lurkers grow in stagnant caverns on the first two sub-levels of the Under-Roots. They digest prey slowly, returning the remains to the soil as compost that feeds nearby groves. Their presence may indicate still water, dense fungal growth, or a sheltered passage.

Lair

It makes no constructed lair. It settles among natural mushroom groves, often beside a clean-edged patch of bare stone where a victim vanished.

Habitat
Stagnant caverns on the first two sub-levels of the Under-Roots, especially damp chambers with dense natural fungi and root growth.

Signs that it is near

A clean-edged patch of bare stone among dense mushrooms
A sour, overripe smell beneath the ordinary dampness of the cavern
Nearly invisible root fibers stretched across the floor
Faint blue-green lights blooming where the grove was previously dark

Tags

Under-Roots,
ambusher,
fungus,
grappler,
plant

Lore

Cavern delvers call the bare, clean-edged space left where a victim vanished an Empty Patch. The creature responsible may leave the patch undisturbed for weeks. Then faint lights bloom across the grove, roots begin to move, and the waiting spore-lurker is revealed. It leaves no sign of thought or speech.

What drives it

To seize prey and feed the cavern grove through slow digestion.

After the fight

The body slackens into damp roots and collapsing cap-fungus. Within days, pale threads creep through the remains and feed the nearby grove; the clean-edged patch may vanish beneath new growth, leaving the cavern to conceal what happened.

“The creature responsible may leave the patch undisturbed for weeks.”
From its lore

Variants

A bell-silent patch has a cap that produces no glow, and its spore cloud carries faint chiming that draws creatures toward the cavern.
A rusted patch has orange-red mineral-stained roots, and its Tendril Lash deals Acid damage in place of Poison damage.

Hooks

Plot hooks

A route through the Under-Roots has become passable again after weeks of silence, but fresh blue-green lights have appeared in a grove beside it.
A cavern community depends on a mushroom harvest growing around an Empty Patch, unaware that its roots are feeding the crop with missing travelers.
A survey crew disappears one at a time, leaving clean-edged bare spaces where their lamps and packs once stood.

How to use it

Use a single spore-lurker as a concealed threat in a mushroom cavern for a level-appropriate party prepared to investigate its surroundings.
Place it in broken terrain with columns, ledges, and dense fungi so it can disrupt sight lines and exploit its 30-foot climb speed.
Introduce the clean-edged empty patch as a warning sign, giving cautious characters a chance to notice the threat or avoid its ambush.
Use the creature to make a narrow route dangerous without requiring a large combat space; its 10-foot reach lets it threaten around tight bends and ledges.

Treasure

No personal treasure. Its cavern grove may conceal the gear of victims or useful clues among the compost.

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