Bestiary · Plant

PR 5

Spore Soldier

A spore soldier is a trained soldier taken by the Bloom, and it keeps the combat drill that most shambling Bloom thralls lack. Fruiting bodies grow up through the scalp and down one arm. It keeps its uniform and its plasma blaster and fights from cover. Federation units have met their own dead in the field as spore soldiers.

Myrrhiam Bloom
Spore Soldier, drawn at Medium scale
Physiology
Plant, Humanoid
Size
Medium
Speed
30 ft.
Armor class
17 (field plate and rind)
Hit points
93 (11d8 + 44)
Proficiency
+3
  • STR 16 +3 save +3
  • DEX 16 +3 save +3
  • CON 18 +4 save +7
  • INT 8 -1 save -1
  • WIS 13 +1 save +4
  • CHA 6 -2 save -2
Skills
Athletics +6 , Perception +4 , Stealth +6
Passive Perception
14
Senses
darkvision 60 ft., blindsight 30 ft.
Languages
understands Common, Federation Standard
Damage resistances
necrotic, poison
Condition immunities
charmed , exhausted , frightened , poisoned
Found in
Terran (Verdant) , Settlement , Jungle

Traits

  • Combat Drill

    It takes the Dodge action as a bonus action when it ends its move in cover, and it does not break formation for any reason.

  • Spore Bloom

    When it drops to 0 hit points it bursts. Every creature within 10 feet makes a Constitution saving throw against DC 15, taking 3d6 poison damage and being Poisoned for 1 minute on a failure, or half as much damage and nothing else on a success.

  • Bloom Regeneration

    It regains 5 hit points at the start of each of its turns while within 1 mile of a Bloom growth.

Actions

  • Multiattack

    It makes two Plasma Blaster attacks, or one Plasma Blaster attack and one Rind-Blade attack.

  • Plasma Blaster

    +6 to hit · medium range

    2d8 + 3 plasma damage

    A shot from its service plasma blaster.

  • Rind-Blade

    +6 to hit · reach 5 ft.

    2d6 + 3 slashing damage

    A strike with a hardened, pointed forearm.

  • Spore Cough

    DC 15 Constitution save

    It exhales a 15-foot cone of spores. Every creature in the cone makes a Constitution saving throw, taking 3d8 poison damage and being Poisoned until the end of its next turn on a failure, or half as much damage and nothing else on a success.