Distress Spores. When the vampiric myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Regeneration. The vampiric myconid regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampiric myconid takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric myconid's next turn.
Sun Hypersensitivity. While in sunlight, the vampiric myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid takes 20 points of radiant damage when it starts its turn in sunlight.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage plus 5 (2d4) poison damage.
Paralytic Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC14 Constitution saving throw or be paralyzed 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.
Necrotic Spores (recharges 5-6). Ranged Weapon Attack: +6 to hit, range 20 ft., one target. Hit: 5 (2d4) damage, and the target must make a DC 4 Constitution saving throw, taking 27 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Vampiric myconids have been exposed to vampire blood. As a result, they have become warped and have gained some vampiric properties, including greater strength and resilience, regenerative properties and greater sensitivity to sunlight.
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