While the seeping diruscene prefers to move on all fours, the towering wolf-ape is also capable of bipedal locomotion. The monstrosity's knuckles drag on the ground whenever it walks on two legs. Most find its hands distressingly human like. The diruscene's face is flat and wide with primate eyes but a lupine snout and a mouth that blends the two species. Beneath its jowls hang two distended sacs covered with mange and warty skin. Wolf-like ears stick up from its head, but the beastie doesn't sport a tail. Its pale fur is discolored thick, blue fungal growth which lends the anathema the tint of a drowned corpse. The constant oozing of thicker fungal patches across its body adds to the cadaver-like impression.
Virulent Predator. Not only is the seeping diruscene a dangerous and gigantic animal but it is also an extremely toxic one. Some clerics postulate the species owes its creation to the cult of Zuggtmoy due to its fungal growths. Whereas arcanists suspect that the diruscenes were once naturally occurring species transformed into the titanic, semi-intelligent they are now due to a symbiotic relationship with the mind-altering fungus that infests them. No matter the reason, the fact of the matter is that the air around a seeping diruscene is deadly to breathe. Many meals simply succumb to the miasma before a diruscene has to even lift a paw. When engaging difficult prey, these monstrosities will eject a cloud glowing spores which coat the area around it in an effect not dissimilar to faerie fire.
Seeping Diruscene
Huge monstrosity, neutral evil
Str 21 Dex 18 Con 16 Int 6 Wis 13 Cha 6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
Languages-
Keen Hearing and Smell.
The seeping diruscene has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Spore Cloud.
A haze of virulent, fungal spores drifts around the seeping diruscene in a radius of 10ft. Whenever a creature first enters this area or starts its turn there it must succeed on a DC 14 Constitution save or take 9 (2d8) poison damage.
Actions
Bite.
Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the creature must succeed on a DC 14 Constitution save or suffer from terrifying hallucinations until the end of its next turn. Roll 1d6 to determine the creatures behavior that round. 1-2 the creature is Frightened of all other creatures, 3-4 The creature moves its full speed in a random direction, 5-6 the creature spends its entire movement brushing off imaginary pests and doesn't move from its current square.
Fungal Burst (Recharge 6).
The seeping diruscene shakes its fungus-ridden hide and fills the air in a 20ft radius with blue, glowing spores. All objects in the area of effect are outlined in the spores. Creatures in the area of effect must succeed on a DC 15 Dexterity save or be outlined as well. For the duration, objects and affected creatures shed dim light in a 10 foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible
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