Ramarie, Proliferating

Family: Ramarie

Huge fey (enrooted), unaligned

Armor Class 8
Hit Points 187 (15d12 + 90); Wound Threshold N/A
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 22 (+6) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Cha +8
Skills Nature +6, Survival +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, frightened
Senses blindsense 60 ft. (blind beyond this radius), passive Perception 12
Languages understands Sylvan but can’t speak
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Amorphous. The proliferating ramarie can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat).
  • Choking Spores. When a creature enters within 10 feet of the proliferating ramarie for the first time on a turn or starts its turn there, the creature must succeed on a DC 18 Constitution saving throw or become poisoned and mute for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Choking Spores for the next 24 hours.
  • Innate Spellcasting. The proliferating ramarie’s innate spellcasting ability is Charisma (spell save DC 16). The proliferating ramarie can innately cast the following spells, requiring no material components:

ACTIONS

  • Multiattack. The proliferating ramarie can use its Allied Fungi if able. It then makes a slam attack or uses its Swallow.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The proliferating ramarie cannot simultaneously grapple more than four creatures.
  • Engulf. The proliferating ramarie makes one slam attack against a Large or smaller creature it is grappling. If the attack hits, that creature is engulfed and the grapple ends. While engulfed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the proliferating ramarie, and it takes 7 (2d6) bludgeoning damage plus 7 (2d6) poison damage at the start of each of the proliferating ramarie’s turns. When the proliferating ramarie moves, the engulfed creature moves with it. The proliferating ramarie can have only two creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the proliferating ramarie.
  • Allied Fungi (Recharge 6). The proliferating ramarie creates 4 violet fungi that appear in unoccupied spaces within the area covered by the Choking Spores. The fungi act as allies of the proliferating ramarie and attack its enemies. The fungi remain for 1 hour, or until the proliferating ramarie dismisses them as a bonus action.

Shadow Elementals

Shadow elementals lurk in the Ethereal Plane and in the shadows of the Material Plane. They can be encountered on the surface, on dark nights, but they are much more common in the Netherworld. The boundary between beast and elemental can be hard to draw where abymals are concerned. Similarly, scholars sometimes ponder whether skyggelack might not be tenebrous enrooted fey.

Elemental Magic

If the GM uses this option, Netherworld spellcasters will be proficient in the wielding of elements unknown to most surface dwellers. Accordingly, conjure minor elementals and conjure elemental can be used to summon shadow elementals.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

This is not the complete license attribution - see the full license for this page