False Appearance. While the agaricus remains motionless, it is indistinguishable from a normal large mushroom.
Volatile Exit. When the agaricus is reduced to 0 hit points it erupts into spores. All creatures within 60 ft must make a DC 18 Con save. On a fail the creature takes 10d4 poison damage and 1d8 acid damage. Or half as much on a success
Regeneration. The agaricus regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spellcasting. The agaricus is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The agaricus has following spells prepared:
At will: Major Illusion, Color Spray, Sleep, Vicious Mockery, Dissonant Whispers
6/day: Hypnotic Pattern, Otto's Irresistible Dance, Hold Person, Hex, Hideous Laughter, Bestow Curse, Vampiric Touch
3/day: Suggestion, Dominate Person, Confusion, Silence
1/day: Contagion, Harm, Heat Metal (7th), Mental Prison, Weird, Feeblemind, Synaptic Static, Power Word Stun
Multiattack. The agaricus makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 12 (2d8 + 4) [bludgeoning] damage.
Whip. Melee Weapon Attack: +9 to hit, reach 20 ft., 1 target. Hit: 14 (3d6 + 4) [slashing] damage.
Spore Shot (4-6). The agaricus spits spores in a 40ft cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or take 4d8 acid damage.
Wild of The Woods. The agaricus can cast one at will spell per turn. Even if it has already used a spell or attacked.
The agaricus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The agaricus regains spent legendary actions at the start of its turn.
Absorb.(3) The agaricus regains 40 hit points -2* for each round of combat so far up to a minimum of 2.
Overgrow.(2) The agaricus makes a whip attack.
Swing. The agaricus makes a slam attack.
Description
When still the agaricus looks like three Toadstool mushrooms, One large and two smaller mushrooms clustered together. When awoken it becomes A massive Toadstool mushroom with two thick arms and a dense system of mycelium carrying it through the ground.
Lair and Lair Actions
A dense brightly colored forest surrounds the agaricus. Vibrant flowers and thick mushrooms fill the clearing.
Lair Actions
On initiative count 20 (losing initiative ties), the agaricus takes a lair action to cause one of the following effects; the agaricus can’t use the same effect two rounds in a row:
- The flora surrounding the agaricus feed its mycelium, It regains 2d10 Hitpoints.
- An eruption of spores fills the air, All creatures within the clearing must make a DC 17 CON saving throw on a failure the creature is paralyzed and poisoned. The creature also takes 2d12 poison damage. On a success the creature is poisoned and takes half.
- Grasping roots and moss erupt in a 20-foot radius centered on a point on the ground that that the agaricus can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the agaricus uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary Agaricus’s lair is overgrown with the Agaricus's spores, which creates one or more of the following effects:
- A sweet smell hangs in the air, disrupting creatures scent based tracking capabilities.
- A Hallucinatory Terrain effect pervades the entirety of the agaricus's woods.
- When a creature comes within 200ft of the main body, the agaricus knows the exact location.
- The colors of the woods surrounding the Agaricus are heightened for one mile around the main body.
If the Agaricus dies, these effects fade over the course of 1d8 days.
Previous Versions
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