Poison Spore shroud. When A creature begins combat within 20 feet of Astral Mushroom make a DC 15 constitution saving throw. On a failed save, a creature takes (2d6) poison damage. On a successful one, a creature takes (1d6).
Multi attack. Astral mushroom can make one Slam and one Chaos Spore attack per turn.
Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (3d8 + 5) Bludgeoning] damage. On critical hit creature is knocked prone.
Chaos Spore blast. Ranged Weapon Attack: +6 to hit, range 60/90 ft., 1 target. Hit: 10 (3d6) [psychic] damage.The target must succeed on a DC 15 wisdom saving throw or be under one of the conditions below.
(Roll 1d6)1=Poisoned and an extra (d6 damage), 2=Blinded,3=Frightened, 4=paralyzed, 5=stunned,6=sleep
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A large purple and angry mushroom.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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