Small Plant, Lawful Good
Armor Class 12 natural armor
Hit Points 22 (5d6 + 5)
Speed 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
7 (-2)
Senses Darkvision 120 ft., Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Sun Sickness. While in sunlight, the Cloud Shroom has disadvantage on ability checks, attack rolls, and saving throws. The Cloud Shroom dies if it spends more than 1 hour in direct sunlight.

Hypersensitivity. Upon being inflicted with bludgeoning, fire, lightning, thunder, or radiant damage, or if an enemy rolls a critical failure on an attack against the Cloud Shroom, they expend all uses of Narcose Spores simultaneously. Instead ejecting spores at all creatures within a 10 foot radius of it.  

Actions

Lash. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

Narcose Spores (3/Day). The Cloud Shroom ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 hour, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 

Habitat: Forest

TheCriticalCritic

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