. Enter the description for your special trait.
Spellcasting. The [Crimson Cap Mushroom] is a 6-level spellcaster. Its spellcasting ability is [19] (spell save DC 17, +6 to hit with spell attacks). The [Crimson Cap Mushroom] has following spells prepared:
Cantrips (at will): [minor illusion], [thaumaturgy]
Level 6 Spells slots [8]: Phantasmal ForceConce,,Mirror Image, Read thoughts, Magic mouth, Hypnotic Pattern, Hallucinatory Terrain, Seeming, weird.
Trip. A creature that has eaten the mushroom rolls a CON DC (18). on a failed save the creature feels tingly and is at disadvantage against the mushrooms spellcasting. on a successful save the creature still feels tingly but does not suffer any disadvantages.
Sick. The mushroom makes its consumer throw up and feel sick. the Mushroom regains spent spell slots. player rolls a CON DC (15) to avoid becoming sick.
The Mushroom can use a bonus action to cast a secondary illusion with the first.
On set. 50 minutes after eating the red crimson mushroom, it rolls 1d4 and initiative begins.
1- The Mushrooms intent becomes hostile
2- The Mushroom confuses the player and when its over the player must reroll (6 d6) on their CON, CHA, and WIS stats and use the new stats permanently
3- The Mushroom allows two players that have both eaten and gotten a 3 to communicate psychically, when it's over these two players will feel more connected and friendly.
4- The Mushroom reveals information that can help a player with a quest or internal conflict.
When the trip starts to end the mushroom can say goodbye to the creature.
Be seeing you (Costs 3 Actions). A familiar seeming voice from inside the creatures mind says goodbye, The creature gains all the benefits of a long rest and is cured of any and all afflicting diseases. The creature is also resistant of being frightened for the next 12 hours.
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
White stem with gills. Circular crimson cap with white dots on top.
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.
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