Faolyn
(she/her)
So Monday and Wednesday were eaten up by permanency. But Friday brings a monster. And with this continuation of monsters of the Greyhawk god Iuz, now we’re getting a plant!
OK, we’re actually getting a fungus (shakes fist at whichever writer decided to lump fungi in with plants). Actually, its art makes it look more like a slime mold, and the vast majority of slime molds aren’t even fungi but their own things entirely. But we’ll go with the text and say it’s a fungus. A fungus from the Abyss. That is classified as a plant. (sigh)
(You may have noticed I sometimes overthink my monsters. This is one of those times.)
This is the dirtwraith, which is related to Iuz only inasmuch as his priests brought some home after a trip to the Abyss. Which now makes me imagine a demonic border guard asking the priests if they have anything in their luggage to declare. The dirtwraith’s Ecology section informs us that they’re considered a delicacy by demons (no word on if devils share their tastes) but they’re deadly poisonous to mortals.
The dirtwraith is a parasitical organism, since it grows on, and presumably sucks nutrients from, trees—but it also animates them as well. It’s a fungus that surrounds itself with parasiticized, animated bushes and trees! Well, the 2e version can only animate its own tree, but I find that boring.
Here’s what I’m doing: certain species of fungi have a mycorrhizal network that attaches itself to tree roots over a large distance, turning those roots into sugar for itself and eventually killing the tree in the process. So how big is it? Well, the largest mycorrhizal network in the real world is the Humongous Fungus (Armillaria ostoyae) in Malheur National Forest in Oregon. It covers 3.7 square miles, may weigh as much as 35,000 tons, and may be as much as 8,000 years old.
Now think about that: a being that is measured in miles that hates you and everything good and decent in this world. This almost certainly isn’t what James Jacobs imagined when he came up with the dirtwraith, but I do not care. It’s too awesome an idea to pass up. I gave them the limitation “can only animate one tree at a time, which is probably the only reason they haven’t taken over the world yet.
Now think of the alkilith demon. It’s in 5e (Mordenkainen Presents, also Tome of Foes, IIRC), but it’s not Level Up. So if you haven’t read either MPMM or ToF, the alkilith is basically a fungus demon that can grow around any door or window and turn it into a portal to the Abyss (in 2e, it was just a fungus demon envoy/assassin drawn hanging around a window). So… yeah, I’m stealing that idea as well. This is a plant/fungus/slime mold that basically infects a forest with demonic energies, turning it a focal point for Abyssal energies. I honestly don’t know if this should be a monster, a region, or an exploration challenge. I’d say “why not all three?” but I’m feeling lazy and will only do the monster—well, one part of the monster. Any tree in the forest can turn out to be another body for the dirtwraith to take over.
(You may want to say that dirtwraiths can only create weak spots capable of allowing planar travel once they reach a certain size, or their presence only makes it easier for casters to summon demons—unless you want an area of your world chock-filled with demons, of course.)
The stats below are for a single dirtwraith-animated tree, not for the entire dirtwraith. How to kill the entire dirtwraith for once and for all, since burning it with fire won't work? Good question.
Dirtwraith
Dragon’s Bestiary, Dragon Magazine #270
Creature by James Jacobs; art by Carl Critchlove
The name dirtwraith comes from a common but incorrect belief that these fungi are undead that spontaneously form out of the dirt that surrounds a decaying body. This is quite wrong, as dirtwraiths are actually fiendish beings from the Abyss. They are similar in form to slime molds: pale yellow spherical lumps connected by thick, fibrous strands. They grow mostly underground, but entangle themselves with tree roots. They grow quickly as well, and a single dirtwraith can take over most of a small forest within a few decades
Widespread Threat. A dirtwraith spreads throughout a forest, inexorably growing underground and infecting tree after tree. Its presence is difficult to tell at first by any but the most trained eyes, but eventually it becomes obvious as the trees and larger bushes become covered in foul-smelling moldy fungi that form rounded lumps and nets of thin tendrils—and not only that, but the forest’s leaf litter will be covered in the fungus-covered skeletons of unlucky animals and travelers alike. Usually, by the time the dirtwraith is this visible, it’s too late and the forest is beyond most mortal ability to save it.
Portals to the Abyss. Dirtwraiths are dangerous beings, and not just for their physical prowess. When a dirtwraith becomes significantly large enough, it warps the land around it, turning it into a mirror of the lower planes. The land itself becomes corrupted. Native plants and animals become warped and evil and demons begin to be able to claw their way through into the mortal world. Before a century is up, a single dirtwraith can turn a patch of the Waking World into a fully-fledged outcropping of the Abyss.
Climate/Terrain: subarctic, temperate, subtropical, tropical; Abyss, forest, jungle
Legends and Lore
With an Arcana check, the characters can learn the following:
DC 15. Dirtwraiths are fungi that originated in the Abyss. On the Material Plane, they infest and animate trees.
DC 20. A dirtwraith is a single, vast organism that can easily infect an entire forest. Although it only manifests as a single animated tree at a time, it can animate any tree in the forest at any time it wants, and destroying one tree doesn’t destroy the dirtwraith.
Dirtwraith Encounters
Challenge Rating 5-10 dirtwraith; dirtwraith, cult fanatic, with 2-7 cultists; dirtwraith with 2d4 dretches or violet fungi; dirtwraith with shadow demon; dirtwraith with 2 bright orbs; dirtwraith with 1d4+1 fungal zombies; dirtwraith with 1d4 dreamer’s morels
Treasure: 250 gp, 780 sp, 7 onyxes (50 gp each), damaged plate armor, vial of shadow elf poison (250 gp), scroll of enhance ability, potion of frost giant strength
Challenge Rating 11-16 dirtwraith with shambling mound; dirtwraith with cultist execrator or high priest, ogre zombie, and 2 fungal zombies; dirtwraith with 3 hellhounds; dirtwraith with vrock
Treasure: 2,100 gp, gold holy symbol (250 gp), 3 vials of (un)holy water (25 gp each), masterwork hooked bastard sword made of fiendish metal (has advantage on attack rolls against celestials with creatures that are Good or Lawful), 2 potions of superior healing, ring of protection,
Signs
1. The forest is filled with sickly or dead trees that are covered with a film of yellowish mold.
2. Foul-smelling, lumpy yellow mushrooms growing everywhere
3. Sensitive characters notice the amount of demonic energy in the area
4. Strange tracks. With a DC 15 Nature check, they were left by animated trees
Dirtwraith
Huge plant (fiend); Challenge 5 (1,100 XP)
AC 15 (natural armor)
HP 85 (9d12+27; bloodied 42)
Speed 20 ft.
STR 18 (+4) DEX 6 (-2) CON 16 (+3)
INT 5 (-3) WIS 10 (+0) CHA 14 (+2)
Proficiency +3; Maneuver DC 15
Damage Resistances bludgeoning, piercing
Damage Immunities fire, poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses tremorsense 120 feet, passive Perception 10
Languages understands Abyssal but doesn’t speak
Chaotic Evil. The dirtwraith radiates a Chaotic and Evil aura.
False Appearance. While motionless, the dirtwraith is indistinguishable from a normal fungus or tree.
Networking. While motionless, the dirtwraith is aware of anything touching the ground or a tree it has infected within its forest. If the dirtwraith is reduced to 0 hit points, it will respawn in a new tree in 1d20 minutes.
Sporepuff. When the dirtwraith is reduced to 0 hit points, it releases a cloud of spores. All creatures within 10 feet of the dirtwraith must make a DC 14 Constitution saving throw or be poisoned for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The dirtwraith makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. If the target is a plant creature, it must make a DC 13 Constitution saving throw or be charmed by the dirtwraith until the start of its next turn. If the target is not a plant, must make a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the dirtwraith regains that number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.
Animate Plant. The dirtwraith magically animates a plant it can see within 60 feet, turning it into an awakened shrub or awakened tree, save that the shrub or plant’s Intelligence, Wisdom, and Charisma scores are 1 (-5), it is immune to fire damage, and it has 24 temporary hit points. The plant obeys the dirtwraith for 1 hour or until it is reduced to 0 hit points. When an animated plant is reduced to 0 hit points, it dies and the dirtwraith takes 5 damage.
Combat
Dirtwraiths attack relentlessly and to the death, as they know that they can simply animate a different plant should this current one be destroyed.
Demon-Trees
At the Narrator’s discretion, awakened trees and corrupted treants may spontaneously appear in the dirtwraith’s forest, once-normal trees given life by being possessed by demonic spirits. These trees have no loyalty to the dirtwraith, as they are too infused by the selfish evils of the Abyss, but they also don’t act against the dirtwraith.
Demon-trees have Intelligence, Wisdom, and Charisma scores of 4 (-3), are resistant to fire and necrotic damage (losing vulnerability to fire damage, if applicable), and have the following trait:
Chaotic Evil. The demon-tree radiates a Chaotic and Evil aura.
New Region
Oh, what the heck. Here, have a region as well. Or rather, a region template. Pick a forested region and use that region’s terrains, increase the tier by +1 (maximum Tier 4), use its weather and base traits, and add the following traits:
Dirtwraith Weald
This forest used to be thriving, but no longer. The air is thick and oppressive with the smell of sour decay, of blood and burnt flesh, and of cruel madness and the dying trees groan under the weight of heavy fungoid growths that suck the life out of them. The fungus is the cause: it’s a dirthwraith, a demonic entity that has spread its tendrils to take over the forest, turning it into a gateway into the Abyss and a haven for demon-kind. The fungus grows, slowly, forever perverting the natural world.
Dirtwratih wealds usually start as Tangled Woods, Feywoods, or Unrelenting Marshes.
Chaotic Evil. The entire region radiates an aura of Chaos and Evil. This affects mortals in many ways:
• The area contains no natural havens except for fiends; for them, the entire region is a haven. Magic, such as a tiny hut spell, can still be used to create a haven.
• A creature with the alignment of Good or Law must make a Wisdom saving throw against the Weald’s tier upon entering the region or become rattled for as long as it remains within the Weald. It may make a new saving throw each time it completes a short or long rest, ending the effect on itself on a success.
• If a creature attempts to cast a spell from the good or law schools that is not also in the chaos or evil schools, it must make a concentration saving throw first. The DC is 10 + the spell’s level. On a failure, the spell fails and the spell slot is lost.
• If a creature attempts to use Channel Divinity to turn a fiend, the fiend has advantage on its saving throw.
Demon Home. If the Narrator rolls for encounters and the result is a monster encounter and the dice came up an odd number, substitute a CR-appropriate demon or other fiend. Supernatural exploration challenges should be substituted for circumstance- and creature-based exploration challenges.
Journey Activities. Attempts to Pray to gods that are not Chaotic or Evil automatically fail. Checks to Hunt and Gather are made with disadvantage, as most normal animals have been killed and most plants have been taken over by the dirtwraith.
OK, we’re actually getting a fungus (shakes fist at whichever writer decided to lump fungi in with plants). Actually, its art makes it look more like a slime mold, and the vast majority of slime molds aren’t even fungi but their own things entirely. But we’ll go with the text and say it’s a fungus. A fungus from the Abyss. That is classified as a plant. (sigh)
(You may have noticed I sometimes overthink my monsters. This is one of those times.)
This is the dirtwraith, which is related to Iuz only inasmuch as his priests brought some home after a trip to the Abyss. Which now makes me imagine a demonic border guard asking the priests if they have anything in their luggage to declare. The dirtwraith’s Ecology section informs us that they’re considered a delicacy by demons (no word on if devils share their tastes) but they’re deadly poisonous to mortals.
The dirtwraith is a parasitical organism, since it grows on, and presumably sucks nutrients from, trees—but it also animates them as well. It’s a fungus that surrounds itself with parasiticized, animated bushes and trees! Well, the 2e version can only animate its own tree, but I find that boring.
Here’s what I’m doing: certain species of fungi have a mycorrhizal network that attaches itself to tree roots over a large distance, turning those roots into sugar for itself and eventually killing the tree in the process. So how big is it? Well, the largest mycorrhizal network in the real world is the Humongous Fungus (Armillaria ostoyae) in Malheur National Forest in Oregon. It covers 3.7 square miles, may weigh as much as 35,000 tons, and may be as much as 8,000 years old.
Now think about that: a being that is measured in miles that hates you and everything good and decent in this world. This almost certainly isn’t what James Jacobs imagined when he came up with the dirtwraith, but I do not care. It’s too awesome an idea to pass up. I gave them the limitation “can only animate one tree at a time, which is probably the only reason they haven’t taken over the world yet.
Now think of the alkilith demon. It’s in 5e (Mordenkainen Presents, also Tome of Foes, IIRC), but it’s not Level Up. So if you haven’t read either MPMM or ToF, the alkilith is basically a fungus demon that can grow around any door or window and turn it into a portal to the Abyss (in 2e, it was just a fungus demon envoy/assassin drawn hanging around a window). So… yeah, I’m stealing that idea as well. This is a plant/fungus/slime mold that basically infects a forest with demonic energies, turning it a focal point for Abyssal energies. I honestly don’t know if this should be a monster, a region, or an exploration challenge. I’d say “why not all three?” but I’m feeling lazy and will only do the monster—well, one part of the monster. Any tree in the forest can turn out to be another body for the dirtwraith to take over.
(You may want to say that dirtwraiths can only create weak spots capable of allowing planar travel once they reach a certain size, or their presence only makes it easier for casters to summon demons—unless you want an area of your world chock-filled with demons, of course.)
The stats below are for a single dirtwraith-animated tree, not for the entire dirtwraith. How to kill the entire dirtwraith for once and for all, since burning it with fire won't work? Good question.
Dirtwraith
Dragon’s Bestiary, Dragon Magazine #270
Creature by James Jacobs; art by Carl Critchlove
The name dirtwraith comes from a common but incorrect belief that these fungi are undead that spontaneously form out of the dirt that surrounds a decaying body. This is quite wrong, as dirtwraiths are actually fiendish beings from the Abyss. They are similar in form to slime molds: pale yellow spherical lumps connected by thick, fibrous strands. They grow mostly underground, but entangle themselves with tree roots. They grow quickly as well, and a single dirtwraith can take over most of a small forest within a few decades
Widespread Threat. A dirtwraith spreads throughout a forest, inexorably growing underground and infecting tree after tree. Its presence is difficult to tell at first by any but the most trained eyes, but eventually it becomes obvious as the trees and larger bushes become covered in foul-smelling moldy fungi that form rounded lumps and nets of thin tendrils—and not only that, but the forest’s leaf litter will be covered in the fungus-covered skeletons of unlucky animals and travelers alike. Usually, by the time the dirtwraith is this visible, it’s too late and the forest is beyond most mortal ability to save it.
Portals to the Abyss. Dirtwraiths are dangerous beings, and not just for their physical prowess. When a dirtwraith becomes significantly large enough, it warps the land around it, turning it into a mirror of the lower planes. The land itself becomes corrupted. Native plants and animals become warped and evil and demons begin to be able to claw their way through into the mortal world. Before a century is up, a single dirtwraith can turn a patch of the Waking World into a fully-fledged outcropping of the Abyss.
Climate/Terrain: subarctic, temperate, subtropical, tropical; Abyss, forest, jungle
Legends and Lore
With an Arcana check, the characters can learn the following:
DC 15. Dirtwraiths are fungi that originated in the Abyss. On the Material Plane, they infest and animate trees.
DC 20. A dirtwraith is a single, vast organism that can easily infect an entire forest. Although it only manifests as a single animated tree at a time, it can animate any tree in the forest at any time it wants, and destroying one tree doesn’t destroy the dirtwraith.
Dirtwraith Encounters
Challenge Rating 5-10 dirtwraith; dirtwraith, cult fanatic, with 2-7 cultists; dirtwraith with 2d4 dretches or violet fungi; dirtwraith with shadow demon; dirtwraith with 2 bright orbs; dirtwraith with 1d4+1 fungal zombies; dirtwraith with 1d4 dreamer’s morels
Treasure: 250 gp, 780 sp, 7 onyxes (50 gp each), damaged plate armor, vial of shadow elf poison (250 gp), scroll of enhance ability, potion of frost giant strength
Challenge Rating 11-16 dirtwraith with shambling mound; dirtwraith with cultist execrator or high priest, ogre zombie, and 2 fungal zombies; dirtwraith with 3 hellhounds; dirtwraith with vrock
Treasure: 2,100 gp, gold holy symbol (250 gp), 3 vials of (un)holy water (25 gp each), masterwork hooked bastard sword made of fiendish metal (has advantage on attack rolls against celestials with creatures that are Good or Lawful), 2 potions of superior healing, ring of protection,
Signs
1. The forest is filled with sickly or dead trees that are covered with a film of yellowish mold.
2. Foul-smelling, lumpy yellow mushrooms growing everywhere
3. Sensitive characters notice the amount of demonic energy in the area
4. Strange tracks. With a DC 15 Nature check, they were left by animated trees
Dirtwraith
Huge plant (fiend); Challenge 5 (1,100 XP)
AC 15 (natural armor)
HP 85 (9d12+27; bloodied 42)
Speed 20 ft.
STR 18 (+4) DEX 6 (-2) CON 16 (+3)
INT 5 (-3) WIS 10 (+0) CHA 14 (+2)
Proficiency +3; Maneuver DC 15
Damage Resistances bludgeoning, piercing
Damage Immunities fire, poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses tremorsense 120 feet, passive Perception 10
Languages understands Abyssal but doesn’t speak
Chaotic Evil. The dirtwraith radiates a Chaotic and Evil aura.
False Appearance. While motionless, the dirtwraith is indistinguishable from a normal fungus or tree.
Networking. While motionless, the dirtwraith is aware of anything touching the ground or a tree it has infected within its forest. If the dirtwraith is reduced to 0 hit points, it will respawn in a new tree in 1d20 minutes.
Sporepuff. When the dirtwraith is reduced to 0 hit points, it releases a cloud of spores. All creatures within 10 feet of the dirtwraith must make a DC 14 Constitution saving throw or be poisoned for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The dirtwraith makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. If the target is a plant creature, it must make a DC 13 Constitution saving throw or be charmed by the dirtwraith until the start of its next turn. If the target is not a plant, must make a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the dirtwraith regains that number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.
Animate Plant. The dirtwraith magically animates a plant it can see within 60 feet, turning it into an awakened shrub or awakened tree, save that the shrub or plant’s Intelligence, Wisdom, and Charisma scores are 1 (-5), it is immune to fire damage, and it has 24 temporary hit points. The plant obeys the dirtwraith for 1 hour or until it is reduced to 0 hit points. When an animated plant is reduced to 0 hit points, it dies and the dirtwraith takes 5 damage.
Combat
Dirtwraiths attack relentlessly and to the death, as they know that they can simply animate a different plant should this current one be destroyed.
Demon-Trees
At the Narrator’s discretion, awakened trees and corrupted treants may spontaneously appear in the dirtwraith’s forest, once-normal trees given life by being possessed by demonic spirits. These trees have no loyalty to the dirtwraith, as they are too infused by the selfish evils of the Abyss, but they also don’t act against the dirtwraith.
Demon-trees have Intelligence, Wisdom, and Charisma scores of 4 (-3), are resistant to fire and necrotic damage (losing vulnerability to fire damage, if applicable), and have the following trait:
Chaotic Evil. The demon-tree radiates a Chaotic and Evil aura.
New Region
Oh, what the heck. Here, have a region as well. Or rather, a region template. Pick a forested region and use that region’s terrains, increase the tier by +1 (maximum Tier 4), use its weather and base traits, and add the following traits:
Dirtwraith Weald
This forest used to be thriving, but no longer. The air is thick and oppressive with the smell of sour decay, of blood and burnt flesh, and of cruel madness and the dying trees groan under the weight of heavy fungoid growths that suck the life out of them. The fungus is the cause: it’s a dirthwraith, a demonic entity that has spread its tendrils to take over the forest, turning it into a gateway into the Abyss and a haven for demon-kind. The fungus grows, slowly, forever perverting the natural world.
Dirtwratih wealds usually start as Tangled Woods, Feywoods, or Unrelenting Marshes.
Chaotic Evil. The entire region radiates an aura of Chaos and Evil. This affects mortals in many ways:
• The area contains no natural havens except for fiends; for them, the entire region is a haven. Magic, such as a tiny hut spell, can still be used to create a haven.
• A creature with the alignment of Good or Law must make a Wisdom saving throw against the Weald’s tier upon entering the region or become rattled for as long as it remains within the Weald. It may make a new saving throw each time it completes a short or long rest, ending the effect on itself on a success.
• If a creature attempts to cast a spell from the good or law schools that is not also in the chaos or evil schools, it must make a concentration saving throw first. The DC is 10 + the spell’s level. On a failure, the spell fails and the spell slot is lost.
• If a creature attempts to use Channel Divinity to turn a fiend, the fiend has advantage on its saving throw.
Demon Home. If the Narrator rolls for encounters and the result is a monster encounter and the dice came up an odd number, substitute a CR-appropriate demon or other fiend. Supernatural exploration challenges should be substituted for circumstance- and creature-based exploration challenges.
Journey Activities. Attempts to Pray to gods that are not Chaotic or Evil automatically fail. Checks to Hunt and Gather are made with disadvantage, as most normal animals have been killed and most plants have been taken over by the dirtwraith.