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Vintalax, The Rotting GodCreature 14


Rare​Medium​Fungus​Human​Humanoid​Unholy​
Source Pathfinder #210: Whispers in the Dirt
Perception +25 (darkvision, tremorsense (precise, areas B1–B10))
Languages Common, Chthonian, Draconic, Elven, Goblin
Skills Arcana +28, Athletics +25, Deception +27, Diplomacy +27, Intimidation +25, Occultism +26, Religion +25
Str +5, Dex +8, Con +5, Int +8, Wis +5, Cha +7

AC 34; Fort +25; Reflex +28; Will +23;
HP 240 (fast healing 30 (while attached to throne)
Speed 15 feet
Immunities acid, disease, poison
Weaknesses Fire 15

Dagger One Action +29 (+25, +21) to hit (agile, magical, versatile s) 3d4+11 Piercing
Dagger One Action +29 (+25, +21) to hit (agile, magical, thrown 10, versatile s) 3d4+11 Piercing
Fungus Tentacle One Action +28 (+23, +18) to hit (finesse, reach 15) 3d8+11 Bludgeoning + 3d6 Poison

Otherworldly Will

Vintalax is driven forward by a singular, otherworldly will, guiding their actions. Whenever Vintalax attempts a Will saving throw against a mental effect that would control or dictate their actions, Vintalax treats the result of the saving throw as one category better.

Spore Burst Reaction

Trigger Vintalax takes damage from a melee Strike made by an adjacent creature


Effect Vintalax's corrupted body unleashes a cloud of spores that envelopes the attacker, quickly growing and dissolving their flesh. These spores deal 4d6 persistent,poison damage (DC 34 fortitude save).

Throne Tethered

Vintalax is attached to his throne by a twisted length of thorny fungal vines that limit his mobility to areas B9 and B10. This tether can be destroyed (AC 30, Hardness 12, HP 50 (BT 25), Immunities acid, bludgeoning; Resistances piercing 10), in which case Vintalax howls in pain as his body rapidly begins to decay. Each round that he remains severed from the throne he loses his fast healing and takes 4d6 spirit damage at the start of his turn, but his AC increases to 36 and his speed to 25 feet, due to his increased mobility. He can end this effect by sitting back down on his throne (an Interact action) and remaining there until the end of his turn, at which point a new fungus tether reattaches to him.

Rotting Gift (curse, disease, mental)

Saving Throw DC 34 fortitude

Stage 1 Stupefied 1 (1 day)

Stage 2 stupefied 1 and Drained 1 (1 day)

Stage 3 Stupefied 2 and Drained 2 (1 day)

Stage 4 drained 1 and controlled by the Rotting God (1 day)

Stage 5 controlled by the Rotting God (1 day)

Stage 6 the creature becomes permanently controlled by the Rotting God (and may gain unique fungus-themed abilities)β€”at this point the creature is no longer diseased, and the control can only be ended by the death of the Rotting God or by an effect that removes curses. The creature loses any fungus-themed abilities granted by rotting gift as soon as it's removed.

Spore Breath Two Actions (primal)

Vintalax unleashes a cloud of spores from his mouth in a 30-foot cone. Creatures in this area take 12d6 acid damage (DC 34 fortitude save). Those who fail this save are Sickened 1 (or Sickened 2 on a critical failure) as the spores enter their lungs and begin to grow. These creatures take 2d6 persistent,bleed damage as long as they remain sickened. This bleed damage cannot be stopped as long as the sickened condition persists. Any creature that takes damage from spore breath is exposed to rotting gift.

Tentacle Eruption Two Actions

Vintalax drives his tentacles into the ground, causing tendrils of fungus to erupt everywhere in area B9. This deals 2d8[bludgeoning],3d6 acid2d8 bludgeoning damage plus 3d6 acid damage to each creature in the area (DC 34 reflex save). Creatures that fail their save against tentacle eruption are grasped by the tendrils, reducing their speed by 10 feet until the start of Vintalax's next turn (or are Immobilized on a critical failure).


Arcane Spontaneous Spells (DC 34, +26 to hit)

Cantrips (7th Level): Caustic Blast, Daze, Detect Magic, Message, Tangle Vine
1st Level (4 slots): Charm, Command, Fear, Force Barrage, Grease, Illusory Disguise, Sure Strike
2nd Level (4 slots): Acid Grip, Blur, Darkness, Mist
3rd Level (4 slots): Haste, Lightning Bolt, Paralyze, Slow
4th Level (4 slots): Confusion, Suggestion, Vision of Death
5th Level (4 slots): Banishment, Howling Blizzard, Toxic Cloud
6th Level (4 slots): Disintegrate, Petrify, Repulsion, Tangling Creepers
7th Level (4 slots): Duplicate Foe, Eclipse Burst, Mask of Terror



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fungus

Fungal creatures have the fungus trait. They are distinct from normal fungi.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.