Duskwilt

Small plant, lawful neutral

Armor Class 15 (natural armor)
Hit Points 97 (15d6 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 14 (+2)

Skills Perception +3, Stealth +6
Damage Vulnerabilities radiant
Damage Resistances necrotic, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages understands Common and Undercommon but can’t speak, telepathy 120 ft. (with other fungi only)
Challenge 4 (1,100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Light Absorption. Light within 60 feet of the duskwilt is reduced. Bright light in the area becomes dim light and dim light in the area becomes darkness.

ACTIONS

  • Multiattack. The duskwilt makes three Slam or Nether Bolt attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.
  • Nether Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
  • Necrotizing Spores (3/Day). Each creature within 15 feet of the duskwilt and that isn’t a Construct or Undead must make a DC 14 Constitution saving throw. On a failure, a creature takes 15 (6d4) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, each Undead within 15 feet of the duskwilt gains 7 (2d6) temporary hp.

ABOUT

This dark blue, walking mushroom is covered in purple and green protrusions and darkens the area with its very presence.

This ambulatory fungus is a relative of myconids and often found in their colonies. The presence of duskwilts is considered a favorable thing, as their ability to absorb light gives myconids a tactical advantage against surface dwellers.

Defensive Fungi. As part of a myconid colony, the duskwilt provides a first line of defense. They are sent in against creatures with light sources to impede their vision and progress, moving close enough to absorb light attack intruders at range. If intruders persist and close with the duskwilts, they release their spores and fight hand to hand until reinforcements arrive.

Companions to Ghouls. Like the deathcap myconids, duskwilts sometimes ally with ghouls and the darakhul. A duskwilt may be assigned to a particular troop or patrol, bolstering the ghouls with their spores.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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