Medium Plant, Neutral Evil
Armor Class 13 Natural armour
Hit Points 26 (4d8 + 8)
Speed 25 ft.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
7 (-2)
Damage Vulnerabilities Fire
Senses Darkvision 120 ft., Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Unbound Chaos. When the myconid is hit by a melee attack, the attacking creature rolls on the wild magic table.

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.

 

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 7 (2d4+2) bludgeoning damage plus 7 (2d4+2) poison damage.  

Chaos surge (2/day). The myconid rolls on the wild magic table.

Rapport Spores. A 20-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 last for 1 hour.

TheVisionary

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