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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 plant’s black stems and roots wound through the remnants of the cadaver’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 drudge’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.

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