Skip to main content

Gloom Bloom




A gloom bloom is not much to be concerned about, at first glance. The cloud of sentient spores drifts through a thick forest with the appearance of morning mist along the ground or a dusk-born patch of fog. The shadows around the swarm lengthen and twist with a threatening air. Once the gloom bloom sets upon prey its nature becomes clear, the mass writhing through the air as to a single, living creature. Within the swarm, its individual spores become distinct, barbed balls of ashen fungi intent on boring into a creature to feed its life cycle.

Unnatural Blight. A gloom bloom doesn’t form without the cultivation of sinister fey influence, such as by a hag’s hand or a direfly infestation in the forest. Though, it can be grown by a cultist of Zuggtmoy. Imbued with a rudimentary intelligence the fungus serves the will of its tender. Often, the swarm is given an area to graze and an order to slow any intruders; kill them if able. This befouled nature also grants a mystical edge to the shadows the gloom bloom produces which can sew unease in even the most stalwart adventurers.

Gloom Bloom

medium swarm of tiny plants, chaotic evil

Armor Class 10

Hit Points 27 (5d8+5)

Speed 0ft

Flight 20ft

Str 10 Dex 10 Con 13 Int 3 Wis 7 Cha 14

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities grappled, paralyzed, petrified, prone, restrained

Senses darkvision, 30ft, passive Perception 8.

Languages understands infernal or sylvan, but cannot speak

Challenge 1/2 (100 XP)

Choking Cloud:

When a gloom bloom enters another creature’s space, or when a creature begins its turn in the same space as a gloom bloom, that creature must succeed on a DC 11 Constitution save or take 10 (4d4) poison damage. On success, a creature takes half as much damage. If the gloom bloom is at half its hit points or below then it deals 5 (2d4) poison damage on a failed save instead.

Swarm:

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny plant. The swarm can't regain hit points or gain temporary hit points.

Tree Stride.

Once on its turn, the gloom bloom can use 10 ft. of movement to step magically into one living, infested tree within its reach and emerge from a second living, infested tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. An infested tree is a one stricken by a fungal infection or by a swarm of direflies.

Actions

Deepening Dread.

The gloom bloom casts an eerie, seething fog into the air around it. Creatures within 30ft of the swarm must succeed on a DC 12 Wisdom save or be consumed by dread and paranoia for the next minute. An affected creature has disadvantage on Intelligence (Investigation) skill checks, Wisdom (Perception) skill checks, and saving throws against fear-based effects. In addition, an affected creature’s movement speed is halved as it is overcome with caution.

If a creature fails this check by 5 or more it suffers from the frightened condition instead for the next minute.

Constructs, undead and creatures that are immune to fear are immune to deepening dread.

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 ...