Skip to main content

Demon-Skull Lantern




A transparent membrane envelopes this mushroom’s trunk and roots, which happen to embedded within a skull. Within this bubble, a strange gas produced by decomposition produces an eerie, red glow as well as providing the buoyancy needed to be lighter than air. The ‘horns’ which lend the skull a demonic feel are, in truth, sprouts linking the fungus within to the covering without. This cap isn’t perfectly airtight and leaves a faint trail of sulphuric stench wherever the lantern floats.

Seed of Evil. The origins of this grisly gourd are traced to a succubus who was as interested in gardening as she was in seducing the innocent; some would even say more so. However, this green thumb didn't temper the fiend to sew evil. Her thralls met a grisly fate as she used their willing bodies at planters to experiment with horrific crops. By far, the demon-skull lantern stands out as her greatest achievement. Germinated from a cutting of the fungal queen the succubus seeded the first of its species within the brain of an addled lover. The man took an agonizing week to die but a few days later his skull lifted from the ruined head, held aloft by infernal gas within the plant's membrane. Pleased with the results the fiend cultivated a field of the abominable gourds and let them loose on the wind.

Demon-Skull Lantern

Small plant, unaligned

Armor Class 12 (natural armor)

Hit Points 70(9d12+18)

Speed 5ft

Flight 15ft (hover)

Str 5 Dex 16 Con 14 Int 2 Wis 8 Cha 16

Condition Immunities prone

Senses darkvision 60ft, passive Perception 8

Languages -

Challenge 4 (1100 XP)

Innate Spellcasting.

The demon-skull lantern is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells

At will: Chaos bolt, gust, dancing lights

1/day: Mirror image, summon lesser demons

Actions

Sporeburst (Recharge 6)

Non-plant creatures within 10ft of the demon-skull lanterns must make a DC 12 Constitution save, taking 14 (4d6) poison damage on failure; no damage on a success. If a creature is slain by this sporeburst or a corpse is hit by the sporeburst a new demon-skull lantern erupts from its head in 1d4 days.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned