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Plaguespreader Actions

Huge undead, neutral evil


Multiattack. The plaguespreader makes two fist attacks.
Armor Class 14 Fist. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit:
Hit Points 189(18d12 + 72) 8 (1d6 + 5) bludgeoning damage plus 5 (1d10) necrotic
Speed 30ft. damage. If the target is a creature, it must succeed on a DC 17
Strength saving throw or become grappled by the
STR DEX CON INT WIS CHA plaguespreader.
21 (+5) 14 (+2) 19 (+4) 12 (+1) 16 (+3) 16 (+3)
Withering Gaze. One creature that the plaguespreader can see
Saving Throws CON +8, WIS +7 within 60 feet of it must make a DC 16 Constitution saving
Skills Insight +7, Perception +7 throw, taking 11 (2d10) necrotic damage on a failed save, or
Damage Immunities necrotic half as much damage on a successful one.
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17 Bone Tornado (When Hit Points < 50%). When the
Languages none plaugespreader drops below half its hit points (94), it can use
Challenge 12 (8400 XP) its action to activate a 15-foot-radius swirling vortex of bones
and skulls, which extends out from the plaguespreader and
moves with them. The vortex lasts for 1 minute. Until the vortex
Legendary Resistance (1/Day). If the plaguespreader fails a ends, the area is difficult terrain for creatures other than the
saving throw, it can choose to succeed instead. plaguespreader, and when a creature enters the area for the
first time on a turn or starts its turn in the area, it must make a
Death Gaze. When a creature that can see the plaguespreader’s DC 16 Dexterity saving throw, taking 7 (2d6) piercing damage
eyes starts its turn within 30 feet of the plaguespreader, the plus 7 (2d6) necrotic damage on a failed save, or half as much
plaguespreader can force it to make a DC 16 Constitution damage on a successful one. Aura of Decay is inactive while
saving throw if the plaguespreader isn’t incapacitated and can Bone Tornado is active.
see the creature. If the saving throw fails by 5 or more, the
creature is reduced to 0 hit points unless it is immune to the Legendary Actions
frightened condition. Otherwise, a creature takes 16 (3d10)
psychic damage on a failed save. Unless surprised, a creature The Plaguespreader can take 3 legendary actions, choosing
can avert its eyes to avoid the saving throw at the start of its from the options below. Only one legendary option can be used
turn. If the creature does so, it has disadvantage on attack rolls at a time and only at the end of another creature’s turn. The
against the plaguespreader until the start of its next turn. If the Plaguespreader regains spent legendary actions at the start of
creature looks at the plaguespreader in the meantime, that its turn.
creature must immediately make the saving throw.
Detect. The plaguespreader makes a Wisdom (Perception)
Sunlight Hypersensitivity. The plaguespreader takes 1d10 radiant check.
damage when it starts its turn in sunlight. While in sunlight, it
has disadvantage on attack rolls and ability checks. Wither. The plaguespreader makes one withering gaze attack.

Aura of Decay. At the start of each of the plaguespreader’s Bone Crunch (Costs 2 Actions). The plaguespreader squeezes a
turns, each creature within 5 feet of it takes 4 (1d8) Necrotic creature it is grappling, fracturing its bones. The grappled
damage. creature takes 27 (5d10) bludgeoning damage and has
disadvantage on attack rolls until the end of its next turn.

Lair Actions Bone Cage. A creature the plaguespreader can see within 100
When fighting inside its lair, a plaguespreader can invoke the feet of it has to succeed a DC 16 Dexterity saving throw or
ambient magic to take lair actions. On initiative count 20 become encased in a 5-by-5 foot cage made of bones. A
(losing initiative ties), the plaguespreader takes a lair action to creature encased in the bone cage has disadvantage on attack
cause one of the following effects. The plaguespreader can’t rolls and Dexterity saving throws, and takes 1d6 piercing
repeat an effect until all three have been used, and it can’t use damage plus 1d6 necrotic damage on the start of their turn as
the same effect on consecutive rounds. A plaguespreader spikes of bones dig into their body. The bone cage has an AC of
encountered in its lair has a challenge rating of 13 (10 000 XP). 15, 36 hit points, immunity to psychic and poison damage, and
weakness to bludgeoning damage.
Fear of Death. The bloodcurdling cries of men and women in
their death throes echo throughout the lair, coalescing around Siphon. When the plaguespreader deals damage to a creature
the plaguespreader. Each enemy of the plaguespreader within with Aura of Decay or Bone Tornado, it heals for half the
100 feet of it that can hear the cries must succeed on a DC 16 damage dealt. This effect lasts until initiative count 20 on the
Wisdom saving throw or be frightened until initiative count 20 following round.
on the following round.

Terperial’s Plaguespreader
Plaguespreader
n the dim recesses of the forgotten realms,

I
Regional Effects:
plaguespreaders slumbered in clandestine lairs,
until they were awakened by the god of death; The region surrounding the plaguespreader’s lair is
Kelemvor. From the moment their eyes opened, warped by the creature’s presence, which creates one or
these creatures wielded a power so insidious that more of the following effects:
it rewrote the very fabric of life. The Transformative Aura
plaguespreaders rose from their desolation, Enveloped in a transformative aura, the plaguespreader
emerging as harbingers of pestilence. emanates a miasma that corrupts the air within a one-
Cursed Memory. In the core of their being, mile radius of its lair. The atmosphere becomes
plaguespreaders carry a memory of a world covered in a saturated with decay, causing living creatures and plant
miasma of pestilence. This cursed recollection echoes life to wither and rot in the presence of the
through their existence, an unyielding reminder of their plaguespreader. Any being within 1 mile of the
origin and purpose. Their minds, like ancient tomes of plaguespreader’s lair is subjected to the Miasma of
suffering, preserve the knowledge of plagues long past Death feature.
and the anguish they have wrought upon countless
civilizations. Miasma of Death
Malevolent Machinations. Plaguespreaders, with Every 24 hours a creature spends within 1 mile of the
minds honed by eons, plot with a patience that mirrors plaguespreader, they feel its decaying presence take hold.
the slow decay they instigate. Their intricate Creatures must succeed a DC 16 Constitution saving throw
machinations span across ages, weaving a tapestry of or gain a -1 modifier to all saving throws, attack rolls and
ruin that extends beyond mortal comprehension. Few ability checks. If the roll modifier is reduced to -10, the
can fathom the depth of a plaguespreader’s plan, for creature dies.

their designs encompass the very unraveling of the If a creature is out of range of the plaguespreader or the

natural order. plaguespreader dies, the symptoms fade gradually over the
course of 1d6 days. Alternatively, an Elixir of Health reduces
The Undying. Plaguespreaders do not yearn to this to 1d6 hours, and will work even if the plaguespreader
overthrow the gods. Instead, they revel in the eternal lives. Although if the creature remains within 1 mile of the
dance of decay and rebirth. If a plaguespreader’s form is plaguespreader, they must continue making Constitution
shattered, its essence disperses, only to coalesce once saving throws as usual as the elixir is only a temporary
more in the hidden recesses of the Underdark. The solution.
undying affliction they bring remains an ever-present Note: Certain features that give you immunity to disease
specter haunting the living. such as the paladin’s Divine Health feature, also grant you

Drawn to Suffering. Though the plaguespreaders find


immunity to the plaguespreader’s Miasma of Death feature.

comfort in the bowels of the earth, an insidious lure


sometimes compels them to ascend to the surface when Ossuary
the world above is marred by unspeakable atrocities. The underground surfaces within 1 mile of the
Acts of unspeakable horror, such as the flaying of a Plaguespreader’s lair are littered with an unsettling
newborn child or sites of great civilian casualties, act as array of bones and skulls from various creatures. These
beacons, signaling the entities to ascend from the bones seem to arrange themselves in macabre patterns,
depths to partake in the malevolent feast that awaits forming grim mosaics and sculptures. The density and
them on the surface. frequency of bones increase the closer one gets to the
plaguespreader’s lair.
A Plaguespreader’s Lair Rotting Veins
In the Underdark, plaguespreaders often make their The natural flow of life energy is disrupted, causing
lairs near densely inhabited areas, such as a Duergar veins of necrotic energy to weave through the
encampments or Mind Flayer colonies. They typically landscape. Any humanoid creature that dies within the
settle in large, hidden caverns near their pray, so that affected area rises as a ghoul after 1d4 days.
their presence goes unnoticed. The plaguespreader Recognizing this grim reality, it has become a solemn
moves lairs when there is no more life left to nourish custom for afflicted villages and settlements to burn
them, and as such, rarely keeps their lair for longer than their deceased loved ones as a precautionary measure.
one month. If the plaguespreader dies, this effect fades over the
course of 3d6 days.

Terperial’s Plaguespreader
Plaguespreader
Thank you so much for checking out the
plaguespreader monster! If you like the content I
create, feel free to support me on my Patreon for
more homebrew, such as original classes,
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Art Credits
The artwork for the Plaguespreader monster is
made in the Midjourney AI by u/Terperial.

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