Gil'Do-un, The Fungal One
Gargantuan aberration, great old one, chaotic evil
Armor Class 24 (Natural Armor)
Hit Points 345 (20d20+100) 20d20+100
Speed
45ft
Fly: 30ft
Hover: 10ft
Saving Throws Str +16, Dex +9, Cha +15
Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 120 ft., truesight 120 ft. (blind beyond this radius), passive perception 18
Languages Understands all languages but cannot speak aloud, telepathy 60 ft.
Challenge 28 (125,000 xp)
Innate Spellcasting
Gil'Do-un's innate spellcating ability is intelligence (spell save DC 17). It can innately cast the following spells, requiring no compontents:
At will: detect thoughts, finger of death, levitate
1/day: antilife shell
At will: Detect Thoughts
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Finger of Death
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Levitate
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 10 minutes
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
1/day: Antilife Shell
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Unsolid Mass: Gil'Do-un can occupy another creature's space and vice versa.
Aberrant Ground: The ground in a 30-foot radius around Gil'Do-un is doughlike difficult terrain as it drips digestive fluids down. Each creature that starts its turn in that area must succeed on a DC 10 strength saving throw or have its speed reduced to 0 at the start of its next turn. Creatures that start their turn within the same space as Gol'Do-un take 1d4 acid damage at the beginning of their turn.
Grow on Death: When killed, Gil'Do-un's corpse must be burnt to ashes within 8 hours. If it is not, Gil'Do-un's corpse will begin to quickly rot and grow itself anew.
Legendary Resistance (3/day): If Gil'Do-un fails a saving throw, it can choose to succeed instead.
Actions
Multiattack: Gil'Do-un makes up to three tentacle attacks, and one acid splash attack.
Tentacles: Melee Weapon Attack: +14 to hit, reach 60 ft., one creature. Hit: 20 (4d10 +5) necrotic damage. The target must succeed on a DC 15 Dexterity saving throw or be grappled. A grappled creature takes an additional 1d6 necrotic damage per round until free.
Acid Splash: Melee Weapon Attack: +14 to hit, reach 60 ft., one creature. Hit: 20 (4d10 +5) necrotic damage. The target must succeed on a DC 15 Dexterity saving throw or be grappled. A grappled creature takes an additional 1d6 necrotic damage per round until free.
Squeeze: Melee Weapon Attack: +14 to hit, reach 5 ft., one creature grappled by Gil'Do-un. Hit: 25 (4d10 + 10) bludgeoning damage. If this reduces a target to -10 hit points, it becomes a gelatinous goo and is absorbed into one of Gil'Do-un's tentacles; Gil'Do-un is then healed for half of the player's maximum hit points.
Reactions
Eldritch Spores: If Gil'Do-un takes more than 120 points of damage in a single round, it spreads blood-droplet like spherical spores in a 60 foot radius. For 1d4 rounds, the spores travel an additional 10 ft. per round, after which they burst into a storm of necrotic chain lightning, causing 10d8 +20 necrotic damage to any creatures within the radius after their spreading is finished. A target killed by this feature becomes a gelatinous goo, and is absorbed into one of Gil'Do-un's tentacles; Gil'Do-un then heals for half of the creature's maximum hit points.
Legendary Actions
Fungal Touch: Gil'Do-un touches a target, which must make a DC 23 constitution saving throw for 4 rounds. If the target fails three of these saves, the creature contracts a permanent disease that can only be removed by a remove curse spell.
Roll 1d6:
- Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on all wisdom checks and wisdom saving throws and is blinded.
- Fifth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on all strength checks, strength saving throws, and attack rolls that use strength.
- Flesh Rot. The creature's flesh decays. The creature has disadvantage on all charisma checks, and vulnerability to all damage.
- Mindfire. The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and behaves as if under the effects of a short-term madness spell.
- Seizure. The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use dexterity.
- Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on all constitution checks and saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
The Eldritch Fungus. That Which Writhes. The Ceaseless Hunter. The Thing that Grows on Death.
Gil'Do-un is a writhing mass of tentacles, giant worms, and intestines. Each sucker has a human arm growing from it, and this mass is connected to a large shell that resembles the crown of a bloody skull. Its entire being is coated in a thick, clear membrane covered in thin, red slime.
The Eldritch Fungus is the product of rot that began to grow inside of the corpse of Krang, the Dead One. When the rot had eaten his corpse, what was left became the beginning of Gil'Do-un. The fungus writhed and floated through the astral plane, landing by chance upon the corpse of Cthulhu's offspring T'ith, the Nightmare. Murdered by the High Priest himself.
It was after devouring these two corpses that the fungus began to grow in sentience and named itself Gil'Do-un. Grown from the end. Now it wanders the cosmos, dripping digestive fluids from its writhing tentacles which drape down in countless numbers from the inside of the rotten skull of Krang, the Dead One, digesting everything nearby to assimilate to its rotten mass. Each of the suction cups on its tentacles sprouts humanoid arms of various sizes and species, all of which are covered in the thin red mucous that drips down its being.