Blightcap

Small or Medium • Plant • Neutral Evil

Armor Class 12

Hit Points 45 (7d8 + 14)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
15 (+2)10 (+0)14 (+2)9 (-1)12 (+1)9 (-1)

Skills Nature +1, Survival +3

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Blightcap

CR 2 (450 XP; PB +2)

A purple-colored humanoid-shaped fungi creature oozing poisonous miasma.

Aura of Spores. Constitution Saving Throw: DC 12 (with disadvantage if the creature is within the aura of multiple blightcaps), any creature (other than a blightcap) that starts its turn in a 10-foot emanation originating from the blightcap. Failure: The target takes 5 (2d4) poison damage.

Bloodied: Blood and Poison. While bloodied, a creature that fails its save against the blightcap’s Aura of Spores also becomes blinded until the end of its turn.

Sunlight Sensitivity. While in sunlight, the blightcap has disadvantage on ability checks and attack rolls.

ACTIONS

Multiattack. The blightcap makes two Claw attacks.

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) poison damage.

Fungal Infection (Recharge 6). Constitution Saving Throw: DC 12, one creature within 30 feet that the radiant can see. Failure: The target becomes poisoned until the target takes an action to rip out the sprouting mushrooms or takes at least 10 fire damage. While poisoned, the target takes 5 (1d10) necrotic damage at the start of each of its turns and can’t regain hit points.

Blightcap

Small or Medium • Plant • Neutral Evil

Armor Class 11

Hit Points 16 (3d8 + 3)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
14 (+2)10 (+0)12 (+1)9 (-1)12 (+1)9 (-1)

Skills Nature +1, Survival +3

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 30 ft., passive Perception 11

Languages Blightcap

CR 1/2 (XP 100; PB +2)

A purple-colored humanoid-shaped fungi creature oozing poisonous miasma.

Aura of Spores. Constitution Saving Throw: DC 11 (with disadvantage if the creature is within the aura of multiple blightcaps), any creature (other than a blightcap) that starts its turn in a 5-foot emanation originating from the blightcap. Failure: The target takes 5 (2d4) poison damage.

Bloodied: Blood and Poison. While bloodied, a creature that fails its save against the blightcap’s Aura of Spores also becomes blinded until the end of its turn.

Sunlight Sensitivity. While in sunlight, the blightcap has disadvantage on ability checks and attack rolls.

ACTIONS

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) poison damage.

Fungal Infection (Recharge 6). Constitution Saving Throw: DC 11, one creature within 30 feet that the radiant can see. Failure: The target becomes poisoned until the target takes an action to rip out the sprouting mushrooms or takes at least 5 fire damage. While poisoned, the target takes 3 (1d6) necrotic damage at the start of each of its turns and can’t regain hit points.

Blightcap

Small or Medium • Plant • Neutral Evil

Armor Class 13

Hit Points 67 (9d8 + 27)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
16 (+3)10 (+0)16 (+3)9 (-1)13 (+1)9 (-1)

Skills Nature +1, Survival +3

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Blightcap

CR 4 (XP 1,100; PB +2)

A purple-colored humanoid-shaped fungi creature oozing poisonous miasma.

Aura of Spores. Constitution Saving Throw: DC 13 (with disadvantage if the creature is within the aura of multiple blightcaps), any creature (other than a blightcap) that starts its turn in a 10-foot emanation originating from the blightcap. Failure: The target takes 7 (2d6) poison damage.

Bloodied: Blood and Poison. While bloodied, a creature that fails its save against the blightcap’s Aura of Spores also becomes blinded until the end of its turn.

Sunlight Sensitivity. While in sunlight, the blightcap has disadvantage on ability checks and attack rolls.

ACTIONS

Multiattack. The blightcap makes two Claw attacks.

Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) poison damage.

Fungal Infection (Recharge 6). Constitution Saving Throw: DC 13, one creature within 30 feet that the radiant can see. Failure: The target becomes poisoned until the target takes an action to rip out the sprouting mushrooms or takes at least 10 fire damage. While poisoned, the target takes 9 (2d8) necrotic damage at the start of each of its turns and can’t regain hit points.

QUICK REFERENCE

Habitat

    • Underground caverns
    • Rotting, overgrown forests
    • Abandoned damp ruins or dungeons

Behavior

    • Avoids bright light
    • Very territorial and trying to aggressively expand their biome
    • Blightcaps are hive-minded and consider themself as one organism

Information (Intelligence Check)

    • DC 10 Investigation: Blightcaps cluster in small groups at all times and never leave the territory too far
    • DC 13 History: Known to spread rod and fungal growth
    • DC 16 Nature: Each colony has massive central fungi its trying to spread

Combat

    • Spreads out and tries to corner enemies, so that the most foes are in overlapping auras
    • Uses Fungal Infection to deal with foes standing in the background, preferring smaller over bigger targets
    • Doesn’t flee and fights to death while in territory, defends colony at all costs

Loot Ideas

    • Quick spreading and growing spores valued by herbalists and druids
    • Undamaged small mushrooms that grow on the body as a delicacy (when cooked correctly)
    • Toxic residue for crafting poisons

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.