b'NPC, Infested Duelist \n'b'  Family:   NPC  \n'b'  Medium   humanoid  (any),  chaotic neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  144 (32d8)  Speed  40 ft., climb 30 ft.\n'b' STATS STR: 11 (+0) DEX:  20 (+6)  CON:  10 (+0)  INT:  10 (+0)  WIS:  16 (+3)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +4,  Wis  +7,  Cha  +6  Skills   Acrobatics  +10,  Stealth  +10  Damage Resistances  acid  Damage Immunities  poison  Condition Immunities   exhaustion ,  restrained ,  poisoned   Senses  passive  Perception  13  Languages  any one language (usually Common)  Challenge  9 (5,000 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Evasion . If the infested duelist is subjected to an effect that allows it to make a  Dexterity  saving throw to take only half damage, the duelist instead takes no damage if it succeeds on the saving throw, and only half the damage if it fails. \n'b'  Parasite Sense . The infested duelist has advantage on  attack  rolls against  poisoned  creatures. \n'b'  Plant-Powered Mobility . Opportunity attacks made against an infested duelist have disadvantage. If the duelist is  prone  at the start of its turn, it can immediately stand without costing movement. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The infested duelist makes one Slam  attack  and two Shortsword attacks, or it makes two Thorn Shot attacks. \n'b'  Shortsword .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 9 (1d6 + 6) piercing damage. \n'b'  Slam .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 15 (2d8 + 6) bludgeoning damage, and the target must make a DC 15  Constitution  saving throw. On a failure, the target takes 14 (4d6) poison damage and is  poisoned  for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t  poisoned . The  poisoned  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Thorn Shot .  Melee Weapon Attack : +10 to hit, range 30/120 ft., one target.  Hit : 10 (2d4 + 5) piercing damage plus 7 (2d6) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Spore Cloud . When the duelist takes damage from a  ranged attack , it emits a burst of thick, yellow spores. The spores surround the infested duelist and heavily obscure the area within 5 feet of it. The spores dissipate at the start of the duelist\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The ivory bloom fungus infects dinosaurs, causing mild illness in such beasts. In humanoids, however, it is much more dangerous. It progresses from a simple growth into a bodycovering horror, where it greatly enhances the physicality of its victim as it slowly turns the body into a massive, sporing fruit. \n'b' With magical treatment, this stage can last a year or more. An infested duelist has purposefully nurtured the fungus into this terminal stage, accepting a curtailed lifespan in exchange for raw physical power. \n'b'  Driven Fighters . Most infested duelists are pursuing a goal, hunting down a hated enemy, or attempting one last stand against an overwhelming force. Few, if any, expect to live long enough to regret their decision. As a result, infested duelists are committed, uncompromising foes who never surrender, having already made peace with their impending deaths.'