Bestiary · Aberration

PR 5

Spore Squid

Spore squid were deep-space hunters until the Bloom took them, and now they cross between worlds clinging to hulls and debris with a load of spores under the cap. One that reaches a sentient creature latches over its face, steers the body, and digs out the brain to make room for the Bloom.

Myrrhiam Bloom
Spore Squid, drawn at Small scale
Physiology
Aberration, Plant
Size
Small
Speed
10 ft., fly 40 ft., swim 30 ft.
Armor class
15
Hit points
91 (14d6 + 42)
Proficiency
+3
  • STR 8 -1 save -1
  • DEX 16 +3 save +3
  • CON 16 +3 save +3
  • INT 12 +1 save +1
  • WIS 14 +2 save +2
  • CHA 10 +0 save +0
Passive Perception
12
Senses
blindsight 60 ft., darkvision 120 ft., telepathy 120 ft.
Languages
understands Myr
Damage resistances
cold
Damage immunities
poison
Damage vulnerabilities
fire
Condition immunities
charmed , frightened , poisoned
Found in
Spore , Deep Space , Derelict Hull

Traits

  • Void Crosser

    The spore squid needs no air, ignores extreme cold and can cling to the outside of a vessel through a hyperlane crossing.

  • Spore Load

    When it dies, each creature within 10 feet makes a DC 14 Constitution saving throw or is Poisoned for 1 hour.

Actions

  • Tendrils

    +6 to hit · reach 5 ft.

    2d6 + 3 piercing damage

    The spore squid makes two attacks with its tendrils.

  • Latch

    +6 to hit · reach 5 ft.

    1d6 + 3 piercing damage

    This attack targets only a Medium or smaller creature with a head. On a hit the squid attaches over the target's face, and the target is Blinded and Grappled. The squid moves with the target. While the squid is attached, attacks against it have disadvantage unless the host makes them.

  • Host Control Bonus action

    DC 12 Wisdom save

    While attached, the host makes a Wisdom saving throw or is Charmed by the squid until the end of the host's next turn, and on that turn it moves and attacks as the squid directs.

  • Brain Extraction

    While attached, the host takes 4d10 piercing damage. A host reduced to 0 hit points this way dies with its brain removed, and rises as a Bloomed within 1d4 hours unless its body is burned.