Devil’s Fingers

Small plant, neutral

Armor Class 12 (natural armor)
Hit Points 5 (1d6+1)
Speed 5 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 1 (–5) 1 (–5) 1 (–5)

Senses blindvision 30 ft., passive Perception 13
Languages none
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Corrosive. Any non-magical metal weapon used to hit the Devil’s Fingers immediately corrodes with rust. Each time a weapon hits the fungus, after calculating damage, the weapon’s damage rolls are permanently given a -1 penalty. If this penalty drops to -5, the weapon becomes useless.

ACTIONS

  • Grab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) bludgeoning damage. The devil’s fingers can target metal armor or a metal shield, causing it to have a cumulative -1 penalty to the AC it offers with each hit. The fungus can also target a held metal weapon, causing it to rust as described under the Corrosive trait above.

ABOUT

The devil’s fingers are a subterranean species of fungi.

More commonly called the rust fungus, the devil’s fingers have long, reddish, serrated tendrils that appear like the pointed fingers of a hand. The fungi, but especially its hand and fingers, are coated in a corrosive goop.

When the fungus senses movement or ferrous metal, its hands extend outward (as far as 5 feet) and latch on tightly to its prey. The fungus possesses a ravenous appetite for ferrous metal and will prioritize the targeting of armored legs, shields, and weapons.

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