Sporeclaw
A sporeclaw is a reef crab the Bloom has taken over. The carapace comes through the process intact and keeps serving as armor for the growth inside. It no longer feeds or shelters and only advances, walking up a tidal flat in a straight line toward the nearest heat, bearing fruiting bodies that burst when it dies.
- Physiology
- Plant, Beast
- Size
- Large
- Speed
- 30 ft., swim 30 ft.
- Armor class
- 17
- Hit points
- 76 (9d10 + 27)
- Proficiency
- +2
- STR 18 +4 save +4
- DEX 9 -1 save -1
- CON 17 +3 save +5
- INT 3 -4 save -4
- WIS 10 +0 save +0
- CHA 3 -4 save -4
- Skills
- Stealth +1
- Passive Perception
- 10
- Senses
- blindsight 60 ft., tremorsense 60 ft.
- Languages
- None
- Damage resistances
- bludgeoning, piercing, slashing
- Damage vulnerabilities
- fire
- Condition immunities
- blinded , charmed , frightened , poisoned
Traits
-
Amphibious
The sporeclaw breathes air and water.
-
Heat Seeker
The sporeclaw moves toward the nearest heat source it can sense and does not deviate, including into fire.
-
Fruiting Bodies
When it drops to 0 hit points, it bursts. Each creature within 15 feet makes a DC 14 Constitution save, taking 4d8 poison damage and being infested on a failure, or half as much on a success.
Actions
-
Multiattack
The sporeclaw makes two Claw attacks.
-
Claw
+6 to hit · reach 10 ft.
2d6 + 4 bludgeoning damage
If the target is of Medium size or smaller it is Grappled (escape DC 14).
-
Spore Vent
The sporeclaw vents spores in a 15-foot cone. Each creature in the cone makes a DC 14 Constitution save or is Poisoned for 1 minute and cannot regain hit points while Poisoned this way.