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.

MediumUndead(Fungal)CR HardNeutral Evil

Blight-Walker Druid

DruidBlightSpore-CarrierGuardian
HP97AC15SPD30 ft. walkCR6MedicineNaturePerceptionStealth
STR
11
DEX
10
CON
16
save
INT
14
WIS
18
save
CHA
12
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).
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.
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.
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.
Cantrips
Poison SprayConjuration 10 ft range, 2d12 poison damage on failed Con save.
ShillelaghTransmutation Empowers staff for 1 minute.
1st level
EntangleConjuration 20 ft square, restrained on failed Str save.
Ray of SicknessNecromancy 2d8 poison damage and poisoned status.
2nd level
Hold PersonEnchantment Paralyzes target on failed Wis save.
Spike GrowthTransmutation Creates difficult terrain that deals damage.
3rd level
Dispel MagicAbjuration Ends magical effects on target.
4th level
BlightNecromancy 8d8 necrotic damage, extremely effective against plants.
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