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Vur-Nax, The Mycelial Sovereign - AI-generated fantasy Monster

Vur-Nax, The Mycelial Sovereign

Once a wise Sovereign of the Myconid colonies, Vur-Nax sought to protect his people from a spreading plague by absorbing it. The rot did not die; it merged with him, twisting his mind and fusing him to the very earth he swore to protect.

Huge plant · CR 12 · Unique

Vur-Nax, The Mycelial Sovereign

A fallen fungal king fused with an ancient druidic altar, spreading a rot that perverts the natural order.
AC17
HP195/195
CR12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 17 · HP 195 · CR 12

Vur-Nax, The Mycelial Sovereign

Huge plant (myconid), lawful evil
Armor Class17 (Natural Armor)
Hit Points195 (17d12 + 102)
Speed
0 ft. (Fixed to Altar)
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdomStrength
SkillsInsightNaturePerception
Damage Resistances
Bludgeoning,
Piercing,
Psychic
Immunities
Poison,
Condition: Poisoned,
Condition: Prone,
Condition: Restrained
Weaknesses
Fire
Senses
Darkvision 120 ft.,
Tremorsense 60 ft.,
Passive Perception 18
Languages
Druidic,
Common,
Undercommon,
Telepathy 120 ft.
Challenge12
Proficiency Bonus+4
Rooted Altar. Vur-Nax is fused to the ground and cannot be moved by any means. He is immune to being knocked prone or shoved.
Legendary Resistance (3/Day). If Vur-Nax fails a saving throw, he can choose to succeed instead.
Fungal Regrowth. Vur-Nax regains 15 hit points at the start of his turn if he has at least 1 hit point. If he takes fire damage, this trait doesn't function at the start of his next turn.

Actions

Multiattack. Vur-Nax makes three Rot-Lash attacks.
Rot-Lash. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 18 () bludgeoning damage plus 9 () poison damage. If the target is a creature, it must succeed on a Strength saving throw or be pulled up to 10 feet toward Vur-Nax.
Reanimate Spores (Recharge 5-6). Vur-Nax releases spores over a corpse within 60 feet. The corpse rises as a Spore Servant (use Zombie stats with Plant type). The servant acts on Vur-Nax's initiative.
Hallucination Cloud. Vur-Nax exhales a 30-foot cone of spores. Each creature in that area must make a Wisdom saving throw. On a failure, the creature is Confused (as per the spell) until the end of its next turn.

Reactions

Spore Burst. When Vur-Nax takes damage from a melee attack, he releases a burst of caustic spores. The attacker takes 10 () poison damage.

Legendary Actions

Tilt the Room (costs 2 actions). Vur-Nax shifts the stone altar, causing the earth to buckle. Each creature on the ground within 60 feet must succeed on a Dexterity saving throw or fall prone and be slid 15 feet in a direction of Vur-Nax's choice.
Ceiling Vine Lash. Vur-Nax commands forest vines from above. One creature of his choice must succeed on a Dexterity saving throw or be Restrained by vines (escape ).
Spore Pulse (costs 2 actions). All Spore Servants within 60 feet of Vur-Nax immediately move up to their speed and make one melee attack.
Role
Area Denial Boss
Built for
10

Gear

  • The Heart of the Grove (Artifact, Priceless)The stone altar Vur-Nax is fused to; it contains a concentrated seed of druidic power corrupted by decay.

Feats

Sentinel
Tough

Augmentations

Fused to Central Altar

Notes for the game master

High HP pool but 0 movement makes him vulnerable to ranged kiting; legendary actions and vine lashes compensate.
The Spore Servants are fodder meant to keep the party within Vur-Nax's 20ft reach.

Tactics

  1. Opening

    Use Hallucination Cloud to disable the frontline while using Ceiling Vine Lash to trap backline casters.

  2. Mid-fight

    Focus on using Reanimate Spores on any fallen enemies or the decorative skeletons in the room. Use Tilt the Room to slide melee fighters away or toward environmental hazards.

  3. End of the fight

    Spam Spore Pulse to maximize action economy through servants while using Rot-Lash to drag enemies into the spore clouds.

  4. Retreat

    Vur-Nax cannot flee. Upon reaching 0 HP, he explodes into a cloud of harmless, non-corrupted spores, purifying the site.

How it fights

Pull enemies into the center of the room to keep them in range of his reach and poison cloud.
Target casters with Ceiling Vine Lash to break concentration.
Use Tilt the Room to move targets into 'dead zones' where Spore Servants are waiting.

Who it attacks first

Clerics (fire/radiant damage)
Ranged Casters
Heavily Armored Fighters

Works well with

Shambling Mounds (who are healed by his poison damage)
Vegepygmies
Violet Fungi

How to beat it

Fireball or Wall of Fire
Removing Spores via Gust of Wind
Dispel Evil and Good

Ways to avoid a fight

A DC 25 Persuasion/Nature check might temporarily awaken the Myconid within, stalling him for one round.
Feeding the altar pure 'Vial of Sunlight' might weaken his defenses.

Ecology

A towering mass of shelf-fungi, pulsating violet veins, and reaching white filaments fused into a moss-covered stone altar. Vur-Nax has six bloated, multi-jointed limbs and a crown of bioluminescent spores that glow with a sickly pale light.

Behavior

It speaks through telepathic whispers that sound like dry leaves skittering. It considers itself the ultimate evolution of the forest, viewing all other life as potential fertilizer.

How it lives

Vur-Nax consumes the latent magical energy of the druidic site it inhabits, converting life-force into the 'Blight-Rot' that reanimates the dead.

Lair

The Mycelial Throne: A cavernous clearing where the ground is a sponge of rot and the air is thick with hallucinogenic spores. The altar at the center is the Sovereign's heart.

Habitat
Ancient Druid Sites, Deep Forests, Overgrown Ruins

Signs that it is near

Thick, purple mist clinging to the ground
Trees covered in pulsating white veins
Absence of animal noises
Giant mushrooms growing out of animal carcasses

Tags

Fungal,
Undead-Maker,
Static,
Corrupted

Lore

Once a wise Sovereign of the Myconid colonies, Vur-Nax sought to protect his people from a spreading plague by absorbing it. The rot did not die; it merged with him, twisting his mind and fusing him to the very earth he swore to protect.

What drives it

To expand the Mycelial Network until the entire forest is a single, dreaming organism under its control.

After the fight

The forest begins a slow recovery. The druidic site is purified, but the 'Blight-Rot' may have left a few dormant spores in the PCs' gear.

Variants

Aquatic Sovereign (fused to a coral reef, deals cold damage)
Desert Sovereign (dried husks and sand spores)

Hooks

Plot hooks

The local druid circle has gone silent; the woods are growing grey and bloated.
A merchant's guards were taken by 'the walking mushrooms'.
An ancient artifact is embedded in Vur-Nax's chest (the altar).

How to use it

Campaign End Boss for a 'Nature-Gone-Wrong' arc
Guardian of a desecrated temple

Treasure

Staff of the Woodlands (corrupted, requires purification)
1500gp in rare fungal components
Gem of Seeing

Media

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