Cold Lethargy. Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud and deals no poison with its slam attacks.
Hallucination Cloud. (Recharge 6) release a cloud of hallucinogenic spores that lasts for 1 minute. All creatures in the 20ft cloud must make a DC 14 Constitution save or be affected. They must save on each turn they are within the cloud. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.
d6 Hallucination
1 You're sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You're suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You've shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won't see you.
6 You're melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 9 (1d8 + 5) bludgeoning damage. The creatures must make a DC 14 Constitution save, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Description
The strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant's hunting routes lest they become its latest victims.
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