AC 8
HP 15 (2d8 + 6; bloodied 7)
Speed 20 ft.
Proficiency +2; Maneuver DC 11
Damage Immunities poison
Condition Immunities fatigue , poisoned
Senses darkvision 60 ft., passive Perception 8
Languages none
Sporous Resilience (2/Day). If the spore thrall is reduced to 0 hit points by damage that isn’t necrotic or from a critical hit, it is instead reduced to 1 hit point, falls prone , and is stunned until the end of its next turn, appearing to be dead. This ruse can be detected with a DC 11 Medicine check.
Undead Nature. A zombie doesn’t require air, sustenance, or sleep.
ACTIONS
Grab. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until the grapple ends, the zombie can’t grab another target.
Spore Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 6 (1d10 + 1) piercing damage and the target makes a DC 11 Constitution saving throw , becoming infected with eltare's malaise on a failure.
Creatures that fall prey to the soporific malady eltare’s malaise may never escape as their brains are invaded while they sleep. The spores eat away at their intellect, and eventually all that remains is a spore thrall. Over time the flesh of a spore thrall is consumed as blooming fungus grows to replace it, giving them a disgusting half-decomposed look. Those in the forest have been overwhelmed and are controlled by the mind of Davek’dran, but elsewhere they work to improve the situation for the eltare that created them.
Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.