The Elder Fungus and Blights
Homebrew
Elder Fungus CR: 4
STR
20 +5
DEX
1 -5
CON
18 +4
INT
1 -5
WIS
11 +0
CHA
18 +4
Rooted. The Elder Fungus is immune to any effect that would move it. Spore Thralls. If a humanoid spends a full 24 hours within 10ft of the Elder Fungus, it falls into a deep slumber. The creature then must succeed on a series of three Constitution saving throws, with increasing DC's of 10, 15, and 18. If the creature succeeds all three saving throws, it rises as a thrall of the Elder Fungus. The thrall exists only to serve and defend the Elder Fungus. It possesses all of its former abilities, and gains the Halo of Spores ability. If the creature fails any of its Constitution saving throws, it dies and is absorbed by the Fungus. For every creature the Fungus absorbs in this way, it gains +5 to its maximum HP.
Actions
Create Blights (Recharge 6). When threatened, the Elder Fungus can defend itself by creating spore blights. It releases a low piercing shriek, and the blights erupt from the ground and act immediately. Roll 1d8, 1d6, and 1d4 for the number of shroom, root, and corpse blights respectively.
Reactions
Spore Release. When the Elder Fungus, it can use its reaction to release a cloud of thick spores. All creatures within 5 ft. of the Fungus must succeed a DC 14 Constitution saving throw or become poisoned as the spores burrow into their flesh. While poisoned in this way, a creature suffers disadvantage on all attack rolls, saving throws, and ability checks. Creatures may make another Constitution saving throw (DC 13) at the end of their turn to end this effect. Anyone who fails the saving throw is covered with small mushrooms. These mushroom wither upon taking a short rest or when subjected to any form of magical healing.
Legendary Actions
The Elder Fungus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Elder Fungus regains spent legendary actions at the start of his turn. Bolster Thralls (Costs 3 Actions). The Elder Fungus targets all spore blights and creatures with the Spore Thrall trait within 30 feet. If a target can see the Elder Fungus, it regains 1d4 + 4 hit points. Create Blights (Costs 2 Actions). The Elder Fungus releases a low piercing shriek. Roll a d6. If it is a 6, the Elder Fungus uses its Create Blights ability, even if it has not recharged yet. Defend Me! The Elder Fungus targets one ally within 30 feet of it. If the target can see the Elder Fungus, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Lesser Fungus CR: 7
STR
23 +6
DEX
10 +0
CON
20 +5
INT
6 -2
WIS
10 +0
CHA
3 -4
Siege Monster. The blight deals double damage to objects and structures.
Actions
Multiattack. The blight makes four attacks: two with its tendrils and two with its grasping roots. If it has a target grappled, the blight can also make a bite attack against that target as a bonus action. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) [roll3d8+6] piercing damage and 8 (2d4 + 4) [roll2d4+4] poison damage. Tendril. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 +6) [roll3d6+6] bludgeoning damage. Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC15). Until the grapple ends, the target takes 9 (1d6 +6) poison damage at the start of each of its turns as the roots inject them with spores. The root has AC15 and can be severed by dealing 6 slashing damage or more at it at once. Cutting the root doesn't hurt the blight, but does end the grapple.
Shroom Blight CR: 1/8
STR
6 -2
DEX
13 +1
CON
12 +1
INT
4 -3
WIS
8 -1
CHA
3 -4
Actions
Bite. Melee Weapon Attack. +3 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) acid damage.
Corpse Blight CR: 1/2
STR
15 +2
DEX
8 -1
CON
14 +2
INT
5 -3
WIS
10 +0
CHA
3 -4
False Appearance. While the blight remains motionless, it is indistinguishable from a corpse.
Actions
Grapple. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and a Large or smaller target is grappled (escape DC12). Until the grapple ends, the target is restrained , and the blight can't grapple another target. Exhale (Recharge 5-6). The blight exhales hard, releasing a small cloud of spores from the rotting holes in its body. All creatures that end their turn within a 10 ft. radius of the blight must succeed a DC12 Constitution saving throw or take 1d6 of poison damage.
Root Blight CR: 1
STR
12 +1
DEX
12 +1
CON
13 +1
INT
4 -3
WIS
8 -1
CHA
3 -4
Enflame. Unlike its fellow blights, the Root Blight is not vulnerable to fire. Attempts to set it ablaze instead strengthen it. If the Blight takes fire damage, it immediately becomes Enflamed, and all its attack do an additional 1d4 of fire damage.
Actions
Multiattack. The root blight makes two claw attacks. Claw. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. Rotting Touch. (Recharge 5-6) Melee Weapon Attack. +3 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) necrotic damage.
SRD, Homebrew
Barovian Druid CR: 2
STR
10 +0
DEX
12 +1
CON
13 +1
INT
12 +1
WIS
16 +3
CHA
11 +0
Spellcasting. The Barovian druid is a 5th-level spellcasters. Its spellcasting ability is Wisdom (spell save DC14, +4 to hit with spell attacks). Cantrips (at will): druidcraft, chill touch, shillelagh 1st level (4 slots): fog cloud, entangle, longstrider, faerie fire 2nd level (3 slots): barksin, protection from poison 3rd level (2 slots): gaseous form, plant growth
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Reactions
Halo of Spores. As a reaction, the druid can activate the "Halo of Spores" ability available to Circle of Spore druids. This allows them to use their reaction to deal 1d4 necrotic damage to any creature that moves through or starts its turn within 10 feet of them. The affected creature must succeed a Constitution save against the druid's spell save DC to avoid taking the damage.