Monster Dossier
Brishind Monster
Avatar of Rot Each Brishind Monster is unique at any given time since the parent fungus only gives birth to a single monster at once, and each of these c...
Traits
Rules & statistics
Monster Profile
Perception
Senses
- Name
- sporesight
- Range
- 100
Languages
- Languages
- aklo
- sylvan
- Abilities
- telepathy 100 feet
Skills
- Acrobatics
- 11
- Athletics
- 13
- Nature
- 13
- Survival
- 13
Ability Mods
- Str
- 4
- Dex
- 3
- Con
- 4
- Int
- 1
- Wis
- 2
- Cha
- 1
Defenses
- Ac
- 23
- Saving Throws
- Fort
- 16
- Ref
- 14
- Will
- 12
- Hp
- Hp
- 78
- Resistances
- Name
- fire
- Amount
- 5
- Name
- poison
- Amount
- 5
Speed
- Walk
- 25
- Fly
- 30
Attacks
- Range
- Melee
- Name
- limb
- Attack
- 16
- Traits
- versatile
- Damage
- 2d12+4 bludgeoning
- Types
- bludgeoning
- Range
- Melee
- Name
- fungal limb
- Attack
- 16
- Traits
- agile
- Damage
- 2d8+4 bludgeoning
- Types
- bludgeoning
- Range
- Ranged
- Name
- firelance
- Attack
- 15
- Traits
- range
- magical
- fire
- Damage
- 2d8+2 fire
- Types
- fire
Abilities
- Top
- Name
- Sporesight
- Entries
- If a creature has inhaled any of the Brishind Monster's spores, the Brishind Monster can sense the creature at the listed range.
- Mid
- Name
- Terrorspores
- Traits
- aura
- emotion
- fear
- inhaled
- mental
- poison
- Entries
- 60 feet. A creature that enters the emanation must attempt a 21 Will save. Regardless of outcome, the creature is temporarily immune to terrorspores for 1 minute.
- Type
- successDegree
- Entries
- Critical Success
- The creature is unaffected.
- Success
- The creature is frightened||frightened 1 and inhales spores that remain in its body for 1 minute.
- Failure
- As success, but frightened||frightened 2 and the spores remain for 1 hour.
- Critical Failure
- As success, but frightened||frightened 3, the spores remain for 1 hour, and the creature's frightened condition can't be reduced below 1 as long as spores remain in its body.
- Name
- Reactive Spores
- Activity
- Number
- 1
- Unit
- reaction
- Trigger
- The Brishind Monster takes physical damage
- Entries
- The Brishind Monster shifts plant matter to blunt the attack. It gains resistance 5 against the triggering physical damage.
- Bot
- Name
- Envelop
- Activity
- Number
- 3
- Unit
- action
- Entries
- The Brishind Monster attempts to Grapple a creature within reach. On a success, the creature is pulled into the Monster's body. The Brishind Monster is slowed||slowed 1 while it envelops a creature, and this otherwise has the effects of Swallow Whole (the Brishind Monster's size or smaller, 1d10 bludgeoning and 1d12 poison, Rupture 15).
- Name
- Fulminate
- Activity
- Number
- 2
- Unit
- action
- Traits
- fire
- Requirements
- The Brishind Monster has created a spore cloud, and the cloud is within range of one of the Brishind Monster's fire abilities;
- Entries
- The Brishind Monster targets the cloud with one of its abilities with the fire trait. The spore cloud explodes, dealing 4d10 fire damage and 4 persistent damage||persistent fire damage in a 40-foot burst originating from a single square within the cloud (24 basic Reflex).
- Name
- Spore Cloud
- Activity
- Number
- 2
- Unit
- action
- Traits
- inhaled
- poison
- Frequency
- Unit
- minute
- Number
- 1
- Requirements
- The Brishind Monster has created a spore cloud, and the cloud is within range of one of the Brishind Monster's fire abilities;
- Entries
- The Brishind Monster conjures a cloud of spores within 60 feet in a 20-foot burst. The cloud lasts 1 minute. Creatures that enter or begin their turn within the cloud must succeed at a 21 Fortitude save or take 3d8 poison damage, be sickened||sickened 2, and inhale spores that remain in their bodies for 1 minute (on a critical failure, sickened 3 and an additional 4 persistent damage||persistent poison damage).
Background
Lore
Avatar of Rot
Each Brishind Monster is unique at any given time since the parent fungus only gives birth to a single monster at once, and each of these creations works a little differently and looks a little different from the last. However, their forms all bear similarities. A twisting mass of creeping vines creates the bulk of a Brishind Monster's body, sculpted into a towering figure that can glide effortlessly across the ground. Mossy growths and trumpeting fungi cover the creature like matted fur, dripping from its back and shoulders in excess. A hood of dampened bark and thick moss covers its face, revealing only a crusty wooden jaw and a pair of gleaming red eyes. An acrid stench of burning manure follows the creature, often serving as the only warning that anyone gets before it attacks.
Despite their fungal nature, Brishind Monsters are undamaged by their own jets of flame and resistant to fires set by others, often surprising hunters who paid too little attention to the legends before encountering the creature. Their terrifying spores also mean that most survivors of their attacks tend to be disoriented and delirious, relating accounts of the monster that are distorted by confusion and fear. This, along with the natural variance between different Brishind Monsters, means that even the most diligent of researchers will come across contradictory evidence. Even if they learn from all the prior information collected over the years, they're still often caught off guard when trying to hunt down and fell the threat since the new Brishind Monster might have an ability never seen before. The canniest researchers, when faced with the seemingly contradictory evidence, speculate that the creature might evolve or change over time, which is closer to the truth but still falls short.
Alternative Abilities
There have been many Brishind Monsters, and there will be many more. No two of the progenitor fungus's spawn are identical. The following are a number of alternate abilities that the Brishind Monster might possess; GMs choosing to use one of these abilities can use it to replace one of the Brishind Monster's abilities in the stat block above.
Smolderstench
60 feet. The Brishind Monster emits the overwhelming stink of burning, rotting matter. A creature that enters or begins its turn in the area inhales spores and must attempt a DC 21 Fortitude save. On a failure, the creature takes 2d4 poison damage and is sickened||sickened 1; on a critical failure, the creature also takes 4 persistent damage||persistent poison damage and is sickened 2. A creature that succeeds at its save is temporarily immune to smolderstench for 1 minute. This ability replaces terrorspores.
Death Throes
The Brishind Monster explodes in a 30-foot burst. Creatures in the area take 3d8 fire and 3d8 poison damage (DC 24 basic Reflex save). This ability replaces Reactive Growth.
Vent Flames
Rifts in the Brishind Monster's body spew burning gas. The triggering creature must succeed at a DC 21 Reflex save or inhale spores which remain in its body for 1 minute, take 2d6 fire damage, and become sickened||sickened 1 (on a critical failure, double damage and sickened 2). This ability replaces Reactive Growth.
Burrowing Grasp
The Brishind Monster burrow||Burrows twice. At any point in this movement, it can shed a temporary fungal limb to grasp a creature within 10 feet. The creature must succeed at a DC 21 Reflex save or be {@condition immobilized for 1 round (on a critical failure, 2 rounds) or until it escape||Escapes (DC 21). This ability grants the Brishind Monster a burrow speed of 15 feet and replaces its fly speed and Envelop.
Corpse Bomb
The Brishind Monster injects a creature's corpse with spores over the course of 10 minutes, priming it to explode. These spores last 1 day, and the Brishind Monster can only have three corpses primed at a time; if it primes another, the oldest corpse bomb deactivates harmlessly. Creatures that succeed at a DC 21 Perception check while seek||Seeking or investigate||Investigating notice a corpse bomb's explosive nature. Creatures can attempt to disarm a corpse bomb with a Nature, Survival, or Thievery check to Disable a Device (DC 21). A corpse bomb explodes in a 10-foot burst if a creature comes within 5 feet or if the Brishind Monster detonates it as a single action, which it can use once per round. This deals 2d8 fire and 2d8 poison damage (DC 21 basic Reflex save) and leaves a lingering, 10-foot-radius spore cloud. A creature that enters or begins its turn within the cloud inhales spores, which remain in its body for 1 minute. This ability replaces Spore Cloud.
False Synapses
The Brishind Monster partially controls a creature within 60 feet that has inhaled its spores. This has the effects of a command spell (DC 24 Will save). This ability replaces sporesight and Spore Cloud.
Flame Lash
The Brishind Monster sprays flaming gas in a 15-foot cone or a 30-foot line. Creatures in the area take 4d6 fire damage (DC 21 basic Reflex save). This ability replaces the firelance ranged Strike.
Mycelial Tomb
Fungal threads burst from the ground. The creature must succeed at a DC 21 Reflex save or inhale Brishind spores that remain in its body for 1 minute, be encased in mycelia, and be slowed||slowed 2. The mycelia have Hardness 8 and 16 HP, and the DC to force open||Force them Open is 21. Breaking the mycelia frees the creature and ends the slowed effect. If someone other than the encased creatures breaks the mycelia from the outside, the creature is stunned||stunned 1 and takes any damage dealt by the breaking effect in excess of the mycelia's Hit Points. This replaces the Envelop ability.
Swell
The Brishind Monster inflates with gas for 1 minute. It grows to Huge size, and its reach increases to 15 feet. It also gains 12 temporary Hit Points, resistance 5 to bludgeoning, and a +2 status bonus to damage rolls, but it's clumsy||clumsy 1. When the Brishind Monster takes damage while swollen, all creatures within 15 feet inhale spores that remain in their body for 1 minute. This ability replaces terrorspores and Spore Cloud.
Torrential Advance
The Brishind Monster dissolves into a mass of fungal threads and surges forward. It trample||Tramples (Medium or smaller, limb, DC 21), leaving a spore cloud in the squares through which it moves that last until the end of its next turn. A creature that enters or begins its turn in the cloud inhales spores and must succeed at a DC 21 Fortitude save or be sickened||sickened 1 (sickened 2 on a critical failure). This ability replaces Envelop and Spore Cloud.