The crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. As each drop hits the ground, it splatters into little red spores. The bloody corpse stands up, dripping a red slime. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler’s spores (see the Spores trait). Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. One hour after infection, the creature becomes poisoned for the rest of the duration. The diseased creature’s lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature’s Constitution score, unless the disease is removed. Creatures immune to the poisoned condition are immune to this disease. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence ( Nature or Religion) check to discern its true nature. The crimson shambler resembles a bloody zombie. (blind beyond this radius), passive Perception 10 Condition Immunities blinded, deafened, poisoned
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