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Fungautem Boss Fight - Nova Hellscape

Fungautem

HP : 405

AC : 15

STR 16 DEX 11 CON 18 INT 12 WIS 12 CHA 12

CON +7 INT +4

Traits

Condition Immunities : Fungautem is immune to being Charmed, Blinded, Deafened, and Poisoned.

Damage Resistances : Fungautem is resistant to Bludgeoning,Piercing and Slashing Damage.

Damage Immunities : Fungautem is immune to Poison Damage.

Noxious Spores : On the 2nd turn, any creature who ends their turn 10 ft away from Fungautem must make a CON Saving throw (DC 14) or take 2d6 Poison damage.  This effect can be activated by other traits - affecting all targets 10 feet away.

Fearsome Abomination : On the 2nd turn, any creature hostile to Fungautem that starts their turn within 20 feet must make a DC 14 saving throw, unless Fungautem is at 0 HP.   On a failed save, the creature is frightened for 1 minute.  If the creature’s saving throw is successful, the creature cannot be frightened by Fungautem for the next 24 hours.  Creatures who fail may attempt another saving throw at the end of their round.

Inluvie : When an Inluvie drops to 0 Hit Points, Fungautem takes True Damage.

Reactive Fungi : Any damage dealt to Fungautem that is not True Damage or Fire Damage activates Noxious Spores.

Fungautem Heart : The Heart is now targetable. Fungautem Heart must be declared the target of the attack, and Fungautem Heart cannot be targeted by AoE spells. Fungautem Heart has 100 HP, 20 AC, and +2 to all Saving Throws.  If dropped to 0, this deals True Damage to Fungautem, and permanently lowers Fungautem’s AC by 5, drops Saving Throws by 2, and all DCs are lowered by 2.  If Fungautem’s Heart is defeated, this yields additional rewards.

Turns

Execution Turn (25): When Fungautem’s Health is below 200, it clears the battlefield of all Inluvie.  It then conjures 10d2 + 10 Volatile Inluvie around the battlefield. Each Inluvie spawned in this way Has 1 HP with 10 AC.  If a Volatile Inluvie is killed, it explodes, dealing 1d6 True Damage in a 5ft area.  Funguatem does not take any turns for the rest of the round.  At the next Execution Turn, the Volatile Inluvie explodes.  For every Volatile Inluvie a creature is 5ft away from must succeed at a CON Saving Throw (DC 20) or be dealt 30d2+30 points of True Damage - or half as much damage on a Successful Saving Throw. Fungautem is immune to this effect.  All Volatile Inluvies are removed from the battlefield.  Act 2 begins.

Conjure Turn (20) : Every other round, Fungautem creates 1d4 Inluvie. Inluvie has 30 Hit Points, 14 AC, and Condition Immunities the same as Fungautem. The Inluvie spawned may have one of the following traits.  If Fungautem rolls a 1 during this turn, Fungautem spawns a Cardiac Inluvie - which has the Cardiac Trait.  On Act 2, in addition to the Iluvie created, Fungautem creates 2 Cardiac Inluvies.

Action Turn (15) : Fungautem attacks three times with Spore Shot.  If a target is in melee, it instead attacks with Spore Blast.  On Act 2,  Fungautem attacks with an additional Spore Shot (now 4) and Spore Blast always deals maximum damage.

Move Turn (10) : Fungautem is able to shift and move anywhere on the battlefield.

Concentration Turn (5) : If Fungautem was dealt Fire Damage this round, it must make a Concentration Check DC 10 or Half of the highest source of Fire Damage it has taken, whichever is greater. If it fails, it does not take a Concentration Turn and gains a Vulnerability Stack.  Otherwise, Fungautem attacks with Spore Bomb.  On Act 2, Spore Bomb becomes Empowered Spore Bomb and Fungautem always gains a Vulnerability Stack.

Trap Turn (1) : Fungautem creates a Spore Trap on the battlefield, which is hidden.  Creatures may take an action to make an Investigation Check, or a bonus action to make an Investigation Check at a disadvantage. The Spore Trap has a DC 15 to discover. If 5ft away from the trap, it can be disarmed with a Thieves Tools check DC 15 as an action, or at disadvantage as a bonus action.  If disarmed, add a Vulnerability stack to Fungautem.  If stepped on, make a DC 17 CON Saving Throw or be dealt 6d6 poison damage - or half on a successful saving throw.  If this is Act 2, Fungautem creates 3 traps, and the DCs to disarm and discover drop to 5.

Attacks

Spore Shot : Ranged Attack +6, 60ft, 1d6+3 Poison Damage.

Spore Blast : Con Saving Throw DC 14 - 4d6 Poison Damage on Failure.

Spore Bomb : Range 150ft, 20ft area, Dex Saving Throw DC 14, 4d6 Poison Damage on Failure.

Empowered Spore Bomb : Range 150ft, 20ft area, Dex Saving Throw DC 12, 6d6 Poison Damage on Failure.

Spore Trap : Activated by being stepped on.  DC 17 CON Saving Throw - 6d6 Poison Damage, or half on a successful saving throw.

Injury Table

1 : Dire Injury : Noxious Spores ingested add a Dire Injury.

2-5 : Poisonous Spores (Major Injury) : You are poisoned.

6-10 : Blinding Spores (Minor Injury) : At the beginning of your turn, roll a d20.  If you roll a 1-9, you are blinded for the round.

11-15 : Whooping Cough (Minor Injury) : At the beginning of your turn, roll a d20.  If you roll a 1-9, you suffer disadvantage on all attack rolls made this round.

16-19 : Skin Irritation (Minor Injury) : -1 to AC.

20 : Healing Spore : Heal back to Full Health.

Rewards

1d2 Hellscape Shards  : +1 to Weapon/Armor.  Cap at +1.

Egg of Fungautem : For 1 Minute, conjure a Fungautem Offspring.  This Offspring attacks with Spore Shot on an Initiative of 20.

Fungautem Ring (15-20: During combat, and while not unconscious, Heal for 2 HP at the beginning of the round.

Cloak of Fungus (15-20: +1 to AC and Saving Throws.

Fungi Coating (15-20): Once per combat, on a successful attack, you may choose to apply a Fungal Growth.  Upon spending the Growth, you may reroll an attack roll.  This may be rerolled after the result of the roll is determined.

Heart of Fungautem (20):  When attuned, grants an Immunity to the Poisoned Condition and Poison Damage.

Mushroom of Life (8-20): Consumable.  Heals all life.

1d2 Hellscape Bonus Shards : +1 to Weapon/Armor.  Cap at +1.

Fungautem Boss Fight - Nova Hellscape

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