Lore: The Fungal Sloth Titan
Deep within the forgotten forests of a world scarred by ancient magical fallout, the Fungal Sloth Titan roams as a living relic of nature’s resilience and corruption. Once gentle giants, these creatures were twisted by arcane contamination and parasitic fungi that fused with their bodies. Their fur is matted and coarse, their claws elongated into deadly scythes, and fungal growths sprout along their spine, releasing spores that infect the land.
Legends speak of druids who once revered these titans as guardians of balance. Now, they are feared as harbingers of decay. Wherever a Fungal Sloth Titan treads, vegetation blackens, and wildlife mutates. They are solitary, territorial, and unnervingly patient hunters, ambushing prey with crushing strength and virulent spores.
Behavior:
Moves slowly but strikes with devastating force.
Territorial and aggressive toward intruders.
Drawn to areas rich in magic or rot.
Hooks for Adventure:
A corrupted grove is spreading fungal blight; the Titan is its source.
A druidic circle seeks to cleanse the Titan without killing it.
The Titan guards a forgotten artifact buried beneath its lair.
Stat Block: Fungal Sloth Titan
Huge Monstrosity, Chaotic Neutral
Armor Class: 15 (natural armor)
Hit Points: 210 (20d12 + 80)
Speed: 30 ft., climb 20 ft.
STR 24 (+7) | DEX 8 (-1) | CON 18 (+4) | INT 4 (-3) | WIS 12 (+1) | CHA 6 (-2)
Saving Throws: Con +8, Wis +5
Skills: Perception +5
Damage Resistances: Poison; Bludgeoning from nonmagical attacks
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Understands Sylvan but cannot speak
Challenge: 10 (5,900 XP)
Traits
Fungal Aura:
Creatures starting their turn within 10 ft. of the Titan must succeed on a DC 16 Constitution saving throw or be poisoned until the start of their next turn.
Magic Corruption:
The Titan’s presence warps nature. Difficult terrain within 30 ft. of it counts as magical for effects like plant growth or entangle.
Actions
Multiattack:
The Titan makes two claw attacks.
Claw: Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 28 (4d10 + 7) slashing damage.
Spore Burst (Recharge 5–6):
The Titan releases a cloud of toxic spores in a 20-ft. radius. Each creature in the area must make a DC 16 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a success. On a failure, the creature is also poisoned for 1 minute.
Legendary Actions (Optional for Boss Encounters)
The Titan can take 2 legendary actions, choosing from the options below:
Move: The Titan moves up to half its speed without provoking opportunity attacks.
Crushing Swipe: Makes one claw attack.
Spore Flick: Flicks fungal matter at a creature within 30 ft.; DC 15 Con save or poisoned until end of next turn.
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