Skip to main content

Burrspur Swarm




A single burrspur stands around a foot tall and resembles a leafy melon at first glance. Across its bister surface jut dozens of hooked thorns. Within its mustard leaves hide beady black eyes and a wide mouth full of fang-like spines. A trio of squat stumps serve as legs. Alone, such a plant might appear comical despite its carnivorous, mobile nature. One rarely encounters a solitary burrspur, however. Dozens of the chewing, rending pods roll and bounce against one another whenever they form a swarm. The tide of sallow, gnawing doom pulls down and devours whatever meat it comes across, all while spewing obscenities when their gobs aren't full of flesh.


Well-Tended Killers. The first burrspur was the work of an artificer who was also an accomplished horticulturist. He harbored little desire to create simple homunculi like his peers. Instead, he delved deep into plant-based alchemy and designed all manner of uncanny, hybrid plants to serve his needs. The burrspur was designed to be something akin to an attack dog. At first, the artificer was disappointed that it turned out so small but came to realize it made up for it in viciousness and intelligence. He began doting on the thing, feeding it adventurers' bits and other food waste. From its creator the burrspur learned all the colorful phrases in common one could imagine, for the horticulturist was a salty soul.


One spring the artificer lost track of the burrspur for several days. He was beside himself with worry until he found another germinating in his vast gardens… then another… then a dozen… then several dozen. Gleefully he watered them all with all the gore they could want. Of course, it was never enough. Once the plants pulled themselves from the blood-soaked soil there were just too many mouths to feed and not enough artificer to go around. Now the burrspur swarm rolls across the land, consuming everything in its wake.



Burrspur Swarm

Huge swarm of Tiny plants, Neutral evil

Armor Class 11

Hit Points 157 (15d12 + 60)

Speed 40ft

Burrow 40ft

Climb 20ft

Str 20 Dex 12 Con 18 Int 6 Wis 9 Cha 7

Saving Throws Str +9, Con +8

Skills Perception Perception +3

Damage Vulnerabilities necrotic

Damage Resistances bludgeoning, piercing, poison, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 13

Languages Synth

Challenge 10 (5900)

Living Brier.

The area that the burrspur swarm occupies becomes difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels

Siege Monster.

The burrspur swarm deals double damage to objects and structures.

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..

Actions

Multiattack

The burrspur swarm makes 4 bites attacks as one action.

Bites (swarm has more than half HP.)

Melee Weapon Attack: +9 to hit, reach 0ft., one target. Hit: 14 (2d8+ 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength save or be pulled down into the chewing plants and become Prone.

Bites (swarm has less than half HP).

Melee Weapon Attack: +9 to hit, reach 0ft., one target. Hit: 9 (1d8+ 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength save or be pulled down into the chewing plants and become Prone.

Coughing Spores (Recharge 5-6).

The burrspur swarm pops irritating chaff into the air around it. All creatures within a space the burrspur occupies or within 5ft of the burrspur swarm must succeed on a DC 16 Constitution save or be Poisoned until the end of its next turn.

Legendary Actions

The monster 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 monster regains spent legendary actions at the start of its turn


Bite (1 point).

The burrspur swarm makes a bites attack.

Crowd Surf (1 point).

The burrspur swarm targets one creature within squares it occupies. That creature must succeed on a DC 17 Strength Save or be knocked Prone. If the creature is knocked Prone in this way, or is already Prone, the burrspur swarm may move it to any square it occupies that does not have a different creature in it.

Ball of Teeth (2 points).

The burrspur swarm comes together into a Large sized ball with their mouths facing outward and moves 30ft in a straight line. All creatures the ball passes over must succeed on a DC 13 Dexterity save or take (18) 4d8 piercing damage and be knocked Prone.


At the end of its movement, the burrspur swarm becomes a Huge sized swarm again. This movement does not provoke Opportunity attacks.

Spore (2 points).

The burrspur swarm uses its Coughing Spores action, if available

Comments

Popular posts from this blog

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...

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 ...

Warlock Patron: The Embalmed

You have made a pact with an ancient mummy that while forever entombed beneath sun-scorched sand or impenetrable jungle, can reach out from its sepulcher to influence the living. Perhaps the undead horror was once a powerful sorcerer-king, high priestess of an extinct civilization, or the last remnant of a lost, terrible race. Its agenda and goals match a forgotten age and the mummy's capricious whims. Often the warlock is tasked with recovering artifacts tied to the sarcophagus-trapped horror or its civilization. Some mummies seek to futilely seek to be released from their prison, while others just want to be remembered as a figure of glory and power. Expanded Spell List The Embalmed lets you choose from an expanded list of Spells when you learn a Warlock spell. The following Spells are added to Warlock spells list for you. 1st - Inflict Wounds, Ray of Sickness 2nd - Animal Messenger, Dust Devil 3rd - Bestow Curse, Vampiric Touch 4th - Giant Insect, Phantasmal Killer ...