Skip to main content

Strangleweed Drudge




A strangleweed drudge is often mistaken for a zombie, but in truth, the shambling horror is merely a vessel for the malignant plant feeding off of the rotting meat. At some point, the strangleweed seeds bore their way into the now abused corpse. The plantā€™s black stems and roots wound through the remnants of the cadaverā€™s circulatory system, giving the appearance of vibrant-green veins holding together its sagging skin. Crimson leaf clusters that look like scabby growths crop up across the body shortly before the parasitic plant learns how to contract and relax the muscles within its roots. Then the drudge stumbles about, destroying other vegetation in the area. Red sap oozes out of its wounds, and its throat looks constricted by veins, its dead eyes bulging.

Herbicidal Maniac. The strangelweed drudge has but one purpose, and it is not to torment the living. Instead, it seeks to eradicate as many competitor plants in the area as it can before the corpse it controls gives out. Once the body collapses the weed uses the swath of dead vegetation to further propagate and finally eject its pollen into the wind. The plant also seems to understand that farmers, hunters, and even some animals can be a threat to its species and will attack them as well; especially if provoked. Oddly, strangleweed drudgeā€™s never attack one another. This leads some druids to believe the foul crop might all be part of some greater, devious consciousness.

Strangleweed Drudge

medium plant, chaotic evil

Armor Class 14 (natural armor)

Hit Points 30 (4d12+8)

Speed 20ft

Str 16 Dex 11 Con 12 Int 2 Wis 10 Cha 3

Condition Immunities exhausted, frightened

Senses darkvision 30ft, passive Perception 8

Languages -

Challenge 1 (200 XP)

Undead Appearance:

The strangleweed drudge is mistaken for undead unless a creature succeeds on a DC 11 Intelligence (Religion) check or Wisdom (Survival) check.

Actions

Claws:

Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature it must make a DC 11 Constitution saving throw or be poisoned until the end of its next turn.

Withering Aura (Recharge 5-6):

Creatures within 20ft of the drudge must make a DC 11 Con save, taking 7 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. Plant creatures or magical plants make this saving through with disadvantage; non-magical plants do not make a saving through but simply die. If a creature dies due to the withering aura damage, the drudge gains hit points equal to the creature's hit dice. Strangleweed drudges are immune to withering aura.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...