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Blight-Walker Druid - AI-generated fantasy Monster

Blight-Walker Druid

Legend speaks of a circle of druids who sought to survive a great fire by merging with the deep-earth fungi. They succeeded, but at the cost of their souls. The Blight-Walker Druid is what remains of the Circle's High Librarian, tasked for eternity with guarding the scrolls of bark and stone.

Medium undead · Hard · Unique

Blight-Walker Druid

A reanimated guardian druid whose corpse serves as a biological host for parasitic indigo fungi, protecting the forbidden lore of a decaying forest circle.
AC15
HP97/97
CRHard
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 15 · HP 97 · Hard

Blight-Walker Druid

Medium undead (fungal), neutral evil
Armor Class15 (Natural Armor)
Hit Points97 (13d8 + 39)
Speed
30 ft. walk
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdom
SkillsMedicineNaturePerceptionStealth
Damage Resistances
Necrotic,
Cold
Immunities
Poisoned,
Condition: Poisoned
Weaknesses
Fire,
Radiant
Senses
Darkvision 60 ft.,
Passive Perception 17
Languages
Common,
Druidic,
Sylvan
ChallengeHard
Proficiency Bonus+3
Fungal Fortitude. If damage reduces the druid to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the druid drops to 1 hit point instead.
Indigo Spore Cloud. Any creature that starts its turn within 10 feet of the druid must succeed on a Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature takes necrotic damage at the start of its turn.
Spellcasting. The druid is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save , to hit with spell attacks).

Spells

Poison Spray (cantrip, conjuration). 10 ft range, poison damage on failed Con save.
Shillelagh (cantrip, transmutation). Empowers staff for 1 minute.
Entangle (level 1, conjuration). 20 ft square, restrained on failed Str save.
Ray of Sickness (level 1, necromancy). poison damage and poisoned status.
Hold Person (level 2, enchantment). Paralyzes target on failed Wis save.
Spike Growth (level 2, transmutation). Creates difficult terrain that deals damage.
Dispel Magic (level 3, abjuration). Ends magical effects on target.
Blight (level 4, necromancy). necrotic damage, extremely effective against plants.

Actions

Rotting Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 3 () bludgeoning damage plus 10 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or its maximum hit points are reduced by an amount equal to the necrotic damage taken.
Indigo Spore Release (Recharge 5 to 6). The druid exhales a cloud of thick indigo spores in a 20 foot cone. Each creature in that area must make a Constitution saving throw, taking 21 () necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this save is also Blinded by fungal growths until the end of its next turn.

Reactions

Spore Burst. When the druid takes damage from a melee attack, it can release a burst of spores. The attacker must succeed on a Constitution saving throw or be Incapacitated until the end of its next turn as it falls into a coughing fit.

Legendary Actions

Grasp of the Earth. The druid casts the Entangle spell (no spell slot required).
Necrotic Pulse (costs 2 actions). The druid causes indigo fungi in the room to pulse. Each creature within 5 feet of a fungal patch or the druid must succeed on a Dexterity saving throw or take 7 () necrotic damage.
Role
Spellcaster Boss
Built for
5 to 6

Gear

  • Ironwood Staff of Rot (Weapon, Unique)A staff that acts as a druidic focus and deals necrotic damage.
  • Indigo Poultice (Consumable, 50 gp)A fungal paste that can stabilize undead but is toxic to the living.

Feats

War Caster

Augmentations

Parasitic Fungal Host (Indigo variant)

Notes for the game master

The druid is immune to its own Entangle and Spike Growth spells.
Blight deals maximum damage against any plant based creatures in the party.

Tactics

  1. Opening

    The druid begins by casting Entangle to lock down the party, followed by using the environment to keep distance while rasping its dialogue about compost.

  2. Mid-fight

    It uses Spike Growth to create a killing field and casts Blight on the most heavily armored target or the primary healer.

  3. End of the fight

    When low on health, it focuses on Indigo Spore Release to blind attackers while relying on Fungal Fortitude to survive final blows.

  4. Retreat

    The Blight-Walker never retreats. It believes its death will simply provide more nutrients for the library's garden.

How it fights

Target healers first with Blight to prevent them from undoing necrotic damage.
Use Hold Person on low-Wisdom martial characters to stop them from reaching melee range.
Stay near large patches of library fungi to utilize the Necrotic Pulse legendary action.

Who it attacks first

Primary Healer
Highest Burst Damage Dealer
Spellcasters using Fire magic

Works well with

Violet Fungus (Hazards)
Shambling Mounds
Myconid Sovereigns

How to beat it

Fireball or Burning Hands to clear Entangle and bypass Fungal Fortitude.
Lesser Restoration to clear the poisoned and blinded conditions.
Paladin Divine Smite (Radiant) to negate necrotic regeneration.

Ways to avoid a fight

A character with a high Nature or Religion score might convince it they are a 'seed' for the Great Mother, delaying the attack.
Presenting an offering of rare fungal spores may allow the party to ask one question about the library's contents.

Ecology

A tall, desiccated humanoid figure clad in tattered, moss-covered leather robes. Its skin is a bruised grey, stretched tight over bone, and thick clusters of bioluminescent indigo mushrooms erupt from its eye sockets, chest, and joints. It carries a staff of black, rotted ironwood that pulses with a sickly blue light.

Behavior

It moves with a rhythmic, jerking gait, accompanied by the sound of wet squelching. It is intensely territorial, viewing any living creature as nothing more than raw nutrients for its fungal brood. It speaks with a wet, rasping voice that sounds like air bubbling through mud.

How it lives

The Blight-Walker is a symbiotic entity. The fungus provides the necrotic energy to animate the druid's remains, while the druid's residual memories allow the fungus to wield powerful nature magic corrupted by rot.

Lair

The Great Root Library, a subterranean vault where the walls are lined with shelves of petrified wood and the air is thick with hallucinogenic indigo spores.

Habitat
Ancient forests, overgrown ruins, hidden druidic libraries, and fungal caverns.

Signs that it is near

Patches of rapidly growing indigo mushrooms that pulse in the dark.
Small woodland animals found dead and encased in fungal filaments.
A heavy, sweet scent of decay mixed with damp earth.
Roots that seem to twist and coil toward movement of their own accord.

Tags

Druid,
Blight,
Spore-Carrier,
Guardian

Lore

Legend speaks of a circle of druids who sought to survive a great fire by merging with the deep-earth fungi. They succeeded, but at the cost of their souls. The Blight-Walker Druid is what remains of the Circle's High Librarian, tasked for eternity with guarding the scrolls of bark and stone.

What drives it

To convert all organic matter within the forest into 'fresh compost' to fuel the growth of the indigo colony and protect the ancient secrets of the Circle of the Blackened Root.

After the fight

Once defeated, the indigo mushrooms on the druid's body rapidly wither and turn to black sludge, leaving behind only clean white bones and the scent of fresh rain. The library's lore is now accessible, but the lack of a guardian may allow even darker things to creep in.

“The Blight-Walker Druid is what remains of the Circle's High Librarian, tasked for eternity with guarding the scrolls of bark and stone.”
From its lore

Variants

Canker-Bloom: A variant that explodes upon death, dealing high acid damage.
Fungal Hive-Mind: A CR 9 version that can telepathically control anyone infected with its spores.

Hooks

Plot hooks

A local village reports their cemetery has been emptied by walking corpses covered in blue mushrooms.
The party needs an ancient ritual found only in the Great Root Library.
The forest is 'advancing' toward the city, and the Blight-Walker is the general of the fungal tide.

How to use it

As the final guardian of a forgotten library.
As a leader of a group of Spore Servants (Zombies) in a swamp encounter.

Treasure

Ancient bark scrolls worth 500 gp to a scholar.
A Ring of Animal Influence (overgrown with lichen).
3 doses of Indigo Spore Powder (Poison/Hallucinogen).

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