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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6816834" data-attributes="member: 5834"><p><strong>Yestabrod the Gardener</strong></p><p></p><p><strong>Set up in The Fungal Garden: </strong>The Fungal Garden should consist of creatures in rows planted with their heads sticking out like cabbage heads. The fight should consist of fighting Yestabrod and destroying rotting buried creatures (a merciful death) that he uses for Legendary Actions like healing himself or exploding. Any damage generally destroys the corpses. Don't skimp, make the whole area corpses. I used a red X to designate squares where the rotting creatures had been destroyed or used. I assumed every space had a buried, rotting living creature. Yestabrod would burrow into the ground to escape attack moving to a new area to feed on corpses to heal itself. It should be easy for the PCs to figure out that defeating Yestabrod requires a combination of destroying the garden and damaging Yestabrod.</p><p></p><p>This particular version was designed for six PCs with powerful magic items and feats. I would modify Yestabrod to fit your group's power level. I think any DM can take this encounter and turn it into a fun, challenging fight with a goal other than simply hacking down Yestabrod.</p><p></p><p><em>No longer recognizable as a myconid, Yestabrod looks like a fungal larva with flailing tendrils slithering along the ground. Mold and lichen grow in hypnotic patterns along its ringed stalk, and it puffs clouds of spores from a slit resembling a lamprey-like mouth. It can use this orifice to actually speak, rather than depending on rapport spores. It no longer attends melds with the other leaders, instead sending its representative.</em></p><p><em></em></p><p><em>Its voice is strangely melodious.</em></p><p></p><p><strong>YESTABROD THE GARDENER </strong>Large monstrosity, chaotic evil</p><p>Armor Class 24 (natural armor); Hit Points 300 (20d10 + 140)</p><p>Speed 30ft., Burrowing 40 ft.</p><p>STR 24 (+7) DEX 10 (+0) CON 24 (+7) INT 14 (+2) WIS 16 (+3) CHA 14 (+2)</p><p>Saving Throws: Str +12, Con +12, Wis +8, Cha +7</p><p>Damage Immunities poison.</p><p>Condition Immunities poisoned, prone</p><p>Senses darkvision 120ft., Tremorsense 120 ft., passive Perception 12</p><p>Languages Abyssal, telepathy 60ft.</p><p>Challenge 16 (15,000 XP)</p><p></p><p>Legendary Resistance (3/Day). If Yestabrod fails a saving throw, it can choose to succeed instead.</p><p></p><p>Burrower: Yestrabod burrows through stone at half his normal speed.</p><p></p><p>Poisonous Blood: When Yestrabod takes slashing or piercing damage, the target dealing the damage takes 1d8 poison damage that burns and necrotizes the flesh if within 5 feet of Yestrabod. If the piercing or slashing damage was dealt by a ranged weapon, a random target within 5 feet suffers the poison damage.</p><p></p><p><strong>ACTIONS:</strong> Yestrabod can make up to six tendril attacks a round. Each tendril can either make a Fungal Tendril attack or shoot a Poisonous Glob at a target.</p><p></p><p>Fungal Tendril. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 3d4 + 7 piercing damage plus 3d4 poison damage. The target must make a DC 20 Con save or become poisoned. If it misses the save by more than 5, it is paralyzed. At the start of a paralyzed player’s turn, it may make another save to overcome the paralysis.</p><p></p><p>Visual: The tendril burrows into the flesh injecting poison into the wound.</p><p></p><p></p><p></p><p>Poisonous Glob: +5 ranged attack, ranged 80/200 feet. Damage: 6d6 poison damage. The target must make a DC 20 Con save or become poisoned. If it misses the save by more than 5, it is paralyzed. At the start of a paralyzed player’s turn, it may make another save to overcome the paralysis.</p><p></p><p>Visual: A glob of greenish-yellow poison smacks into you permeating your skin. The vapors smell like a pus-filled wound. Your skin starts to suppurate as your flesh bubbles and pops.</p><p></p><p>Bury: Yestrabod may bury a paralyzed target as an action, usually leaving only its head above the ground. Though it may choose to completely bury the target causing suffocation. A buried target must make a DC 20 strength check to push its way out or another player can pull them out with a DC 20 strength check.</p><p></p><p>Visual: Yestrabod wraps the bundle in tendrils and burrows into the ground burying the target up to its neck.</p><p></p><p>Caustic Spores (Recharge 5 or 6). Yestabrod releases spores in a 30-foot cube cloud. Each creature in that area must succeed on a DC 20 Dexterity saving throw or take 2d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Yestabrod is immune to his own spores as are others affected by Zuggtymoy’s Gift.</p><p></p><p>Visual: Yestrabod expels them from its lamprey-like mouth.</p><p></p><p>Infestation Spores (recharge on a 6). Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 20 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores ofZuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).</p><p></p><p>Visual: Yellowish spores erupt from its mouth forming a cloud. The spores smell musky and coat your skin like pollen.</p><p></p><p></p><p></p><p></p><p>REACTION</p><p>Foul Absorption. Yestabrod’s tentacles shoot out up to 15 feet into a corpse planted in the soil of its garden. It absorbs putrescence from a corpse within 15 feet of it, regaining 6d8 +7 hit points from a medium corpse, twice that amount from a large corpse, increasing one time for each size larger than medium.</p><p></p><p>Visual: One of its tendrils shoots into the corpse sucking up the putrefying flesh into it destroying the corpse in the process.</p><p></p><p>LEGENDARY A CTIONS</p><p>Yestabrod 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. Yestabrod regains spent legendary actions at the start of its turn.</p><p></p><p>Corpse Burst. Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 20 Dexterity saving throw or take 3d6 acid damage.</p><p></p><p>Foul Absorption. Yestabrod’s tentacles shoot out up to 15 feet into a corpse planted in the soil of its garden. It absorbs putrescence from a corpse within 15 feet of it, regaining 6d8 +7 hit points from a medium corpse, twice that amount from a large corpse, increasing one time for each size larger than medium.</p><p></p><p>Release Spores: It can release spores if they are recharged.</p><p></p><p>Move: Yestrabod can move.</p><p></p><p>Attack: Yestrabod can make an attack.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6816834, member: 5834"] [b]Yestabrod the Gardener[/b] [B]Set up in The Fungal Garden: [/B]The Fungal Garden should consist of creatures in rows planted with their heads sticking out like cabbage heads. The fight should consist of fighting Yestabrod and destroying rotting buried creatures (a merciful death) that he uses for Legendary Actions like healing himself or exploding. Any damage generally destroys the corpses. Don't skimp, make the whole area corpses. I used a red X to designate squares where the rotting creatures had been destroyed or used. I assumed every space had a buried, rotting living creature. Yestabrod would burrow into the ground to escape attack moving to a new area to feed on corpses to heal itself. It should be easy for the PCs to figure out that defeating Yestabrod requires a combination of destroying the garden and damaging Yestabrod. This particular version was designed for six PCs with powerful magic items and feats. I would modify Yestabrod to fit your group's power level. I think any DM can take this encounter and turn it into a fun, challenging fight with a goal other than simply hacking down Yestabrod. [I]No longer recognizable as a myconid, Yestabrod looks like a fungal larva with flailing tendrils slithering along the ground. Mold and lichen grow in hypnotic patterns along its ringed stalk, and it puffs clouds of spores from a slit resembling a lamprey-like mouth. It can use this orifice to actually speak, rather than depending on rapport spores. It no longer attends melds with the other leaders, instead sending its representative. Its voice is strangely melodious.[/I] [B]YESTABROD THE GARDENER [/B]Large monstrosity, chaotic evil Armor Class 24 (natural armor); Hit Points 300 (20d10 + 140) Speed 30ft., Burrowing 40 ft. STR 24 (+7) DEX 10 (+0) CON 24 (+7) INT 14 (+2) WIS 16 (+3) CHA 14 (+2) Saving Throws: Str +12, Con +12, Wis +8, Cha +7 Damage Immunities poison. Condition Immunities poisoned, prone Senses darkvision 120ft., Tremorsense 120 ft., passive Perception 12 Languages Abyssal, telepathy 60ft. Challenge 16 (15,000 XP) Legendary Resistance (3/Day). If Yestabrod fails a saving throw, it can choose to succeed instead. Burrower: Yestrabod burrows through stone at half his normal speed. Poisonous Blood: When Yestrabod takes slashing or piercing damage, the target dealing the damage takes 1d8 poison damage that burns and necrotizes the flesh if within 5 feet of Yestrabod. If the piercing or slashing damage was dealt by a ranged weapon, a random target within 5 feet suffers the poison damage. [B]ACTIONS:[/B] Yestrabod can make up to six tendril attacks a round. Each tendril can either make a Fungal Tendril attack or shoot a Poisonous Glob at a target. Fungal Tendril. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 3d4 + 7 piercing damage plus 3d4 poison damage. The target must make a DC 20 Con save or become poisoned. If it misses the save by more than 5, it is paralyzed. At the start of a paralyzed player’s turn, it may make another save to overcome the paralysis. Visual: The tendril burrows into the flesh injecting poison into the wound. Poisonous Glob: +5 ranged attack, ranged 80/200 feet. Damage: 6d6 poison damage. The target must make a DC 20 Con save or become poisoned. If it misses the save by more than 5, it is paralyzed. At the start of a paralyzed player’s turn, it may make another save to overcome the paralysis. Visual: A glob of greenish-yellow poison smacks into you permeating your skin. The vapors smell like a pus-filled wound. Your skin starts to suppurate as your flesh bubbles and pops. Bury: Yestrabod may bury a paralyzed target as an action, usually leaving only its head above the ground. Though it may choose to completely bury the target causing suffocation. A buried target must make a DC 20 strength check to push its way out or another player can pull them out with a DC 20 strength check. Visual: Yestrabod wraps the bundle in tendrils and burrows into the ground burying the target up to its neck. Caustic Spores (Recharge 5 or 6). Yestabrod releases spores in a 30-foot cube cloud. Each creature in that area must succeed on a DC 20 Dexterity saving throw or take 2d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Yestabrod is immune to his own spores as are others affected by Zuggtymoy’s Gift. Visual: Yestrabod expels them from its lamprey-like mouth. Infestation Spores (recharge on a 6). Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 20 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores ofZuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual). Visual: Yellowish spores erupt from its mouth forming a cloud. The spores smell musky and coat your skin like pollen. REACTION Foul Absorption. Yestabrod’s tentacles shoot out up to 15 feet into a corpse planted in the soil of its garden. It absorbs putrescence from a corpse within 15 feet of it, regaining 6d8 +7 hit points from a medium corpse, twice that amount from a large corpse, increasing one time for each size larger than medium. Visual: One of its tendrils shoots into the corpse sucking up the putrefying flesh into it destroying the corpse in the process. LEGENDARY A CTIONS Yestabrod 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. Yestabrod regains spent legendary actions at the start of its turn. Corpse Burst. Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 20 Dexterity saving throw or take 3d6 acid damage. Foul Absorption. Yestabrod’s tentacles shoot out up to 15 feet into a corpse planted in the soil of its garden. It absorbs putrescence from a corpse within 15 feet of it, regaining 6d8 +7 hit points from a medium corpse, twice that amount from a large corpse, increasing one time for each size larger than medium. Release Spores: It can release spores if they are recharged. Move: Yestrabod can move. Attack: Yestrabod can make an attack. [/QUOTE]
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[CAMPAIGN] Out of the Abyss [SPOILERS]
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