The heartrot behemoth is the Rustgyre's masterpiece: a walking fruiting-body of pure Blight, tall as a shelf-tower, weeping rust-spores that turn field and flock into more of itself. Where it walks, the Velvetfields die and the Bruise widens by a mile.
- CR
- 8 (XP 3,900)
- Type
- Plant
- AC
- 16
- HP
- 189
- Habitat
- Mycelial Deep
Huge Plant, Chaotic Evil
AC 16 Initiative -1 (9)
HP 189 (14d12 + 98)
Speed 30 ft.
Resistances Necrotic
Immunities Poison; Exhaustion, Frightened, Poisoned
Senses Blindsight 90 ft.; Passive Perception 11
Languages understands Deep Speech but can't speak
CR 8 (XP 3,900; PB +3)
Traits
Blight Aura. At the start of each of the behemoth's turns, each creature in a 10-foot Emanation makes a DC 16 Constitution saving throw or takes 5 (1d10) Necrotic damage. A creature bonded to a symbiote that fails this save must also make a Communion saving throw (see Chapter 5).
Refruiting. If the behemoth takes 20 or more damage in a single turn but isn't reduced to 0 Hit Points, it can't use Blight Deluge on its next turn as fresh caps burst to close the wound; it regains 10 Hit Points at the start of that turn.
Actions
Multiattack. The behemoth makes two Rending Bough attacks.
Rending Bough. Melee Attack Roll: +10, reach 15 ft. Hit: 20 (3d8 + 7) Bludgeoning damage plus 4 (1d8) Necrotic damage.
Blight Deluge (Recharge 5–6). Constitution Saving Throw: DC 16, each creature in a 30-foot Cone. Failure: 27 (6d8) Necrotic damage, and the target has the Poisoned condition for 1 minute. A creature bonded to a symbiote that fails also makes a Communion saving throw (see Chapter 5); on a failed Communion save it gains 1 Infestation. Success: Half damage only.
