Magic Rapier. The creature's weapon is a magic rapier with a +1 to hit and damage rolls.
Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Fungal Stride. Once on each of its turns, the Zuggamatoy Maid of Honor can use 10 feet of its movement to step magically into one living fungus within 5 feet of it and emerge from a second living fungus within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second fungus. Both fungi must be Large or bigger.
Multiattack. The Zuggamatoy Maid of Honor makes two attacks with its rapier, or one attack with its rapier and one spores attack.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 5) piercing damage and 5 (1d8) poison damage.
Distress Spores. All Spore servants, Bridesmaids of Zuggamatoy and Chamberlains of Zuggamatoy within 240 ft. of the Zuggamatoy Maid of Honor are alerted and begin to move toward the Zuggamatoy Maid of Honor at their full speed.
Hallucination Spores. The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infestation Spores (3/Day). The chanberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” entry in the Monster Manual).