Medium Plant, Chaotic Neutral
Armor Class 14 Chain mail
Hit Points 70 (10d10 + 20)
Speed
STR
13 (+1)
DEX
12 (+1)
CON
15 (+2)
INT
16 (+3)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws CHA +4
Damage Vulnerabilities Fire
Damage Resistances Acid, Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits
Distress Spores. 

When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness.

While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Instant Rot
If it comes into detritus, or raw/decaying organic matter, the myconid can absorb it into itself and heal for 1d6.

Actions
Multiattack. 

The myconid uses any two spores, then makes a claw attack.

Poison Claws.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (4d4 + 1)slashing damage plus 12 (4d6) poison damage.

Animating Spores (3/Day). 

The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.

Hallucination Spores. 

The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores.

The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 
Rapport Spores. 

A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Reactions

Caustic Spores 
The myconid releases spores in a 20 foot radius upon taking melee attack damage. Each creature inside the field must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.

milkywayrs

Comments

Posts Quoted:
Reply
Clear All Quotes