Medium Aberration, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 80 (12d8)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws INT +7, WIS +7
Damage Resistances Force
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Frightened, Petrified
Senses Passive Perception 18
Languages Doesn't speak but understands all languages
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Blind - These creatures are blind

Enhanced Audio Sensory - These creatures have and advanced hearing that acts as their visual as well as their audio sensors, which has an advantage on all perception rolls involving hearing.

Spellcasting. The [Agarsumus] is a 4-level spellcaster. Its spellcasting ability is [Wisdom and/or Intellagence] (spell save DC 18, +9 to hit with spell attacks). The [Agarsumus] has the following spells prepared:
Cantrips (at will): [Mind Sliver]
1st level: [Chaos Bolt - Psychic], [Dissonant Whispers]

2nd level: [Mind Spike] 

Actions

Screech. Agarsumus will let out a high-frequency screech that will deafen anyone within 30 feet ( must make a perception check of 16 to pass, on a failed save the target is frighted) this screech also has a chance to summon 1d4 of allies to its location

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 3) slashing damage.

 Multiattack.  The Agarsumus makes three claw attacks.

Reactions

Spore. If Agarsumus is hit by bludgeoning damage it will cause spores to release from its body and infect the closest living creatures within 10 feet of it. the infected target must make a constitution save of 15 or be mind-controlled by the Agarsumus and then must make death throw to try and recover. on a complete death, the target becomes a new Agarsumus of the same type as the one that turned it as well as all of the same abilities that it had before it turned. The old abilities fade away as time passes for some creatures it's a matter of minutes other centuries.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Agarsumus is a sentient fungus the are found in under dark and is completely harmless till ingested then they take over the host with one goal in mind reproduce. the Agarsumus easily identified by the size and color of the mushroom they grow on in its infancy stage, the real problem finding a destroying the adolescent stage of the mushroom properly before they spray their eggs into the air.

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.

Monster Tags: abberation

Habitat: Underdark

Emperor_Psyduck

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